reclamation
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Re: reclamation
Posted by 7dk2h4md720ih on Thu Aug 5th at 1:28am 2004


1. This roofline is still a bit flat. At the very least put something behind it.



2. This bit kicks ass and chews bubblegum but then it ran out of bubble gum and stole some from a well lit but dead soldier but it was too busy kicking ass to chew properly. True story.



3. That yellow light has gone horribly wrong. Open hammer, select the texture and press the 'fit' button. I can make a tutorial if you want.



4. Inexplicable texture transition. Why does the floor magically change colour?



4. These are really cool.



5. I'd give this a bit more depth and maybe add a small red light near it.



6. Ooh baby.



7. These lights don't looks right at all due to having the trim texture on the sides.



8. You can jump through this giant spagetti tangle but you can't get past any other ones I tried.



9. This is a just a tad too large. Scale it down a smidge!



10. Raise this wall up by about 64 units as you can't see that much of it from below.



11. What were you thinking?



12. Reno made me do this so his map would win.



13. The smoke here is a bit thick. Thin it out or have it rise higher into the air.





Overall the map is great but to be honest it's a little dirty and messy in places. You could have at least swept all the rubble into one corner. I won't even start on all the goop lying around. I wish I could find more wrong with it, but I couldn't. I'll have another run around at a later stage though.





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Re: reclamation
Posted by Yak_Fighter on Thu Aug 5th at 2:16am 2004


1. I'll try. Hope no one cares about r_speeds!
2. Thanks! One of those rare moments of genius I guess, as it wasn't planned.
3.
4. I'll get rid of that.
4A. Thanks!
5. I'll change that thing around a little bit to add detail. A red light is a good idea too.
6.
7. I'll fix that too.
8. I wanted to allow people to go through that one. I'd change the texture to differentiate, but there aren't many other options in the xen.wad
9. I'm going to have to remake that thing to make it look cooler than a 6 sided brush.
10. What's wrong with a little subtle detail
11. I don't know...
12. ouch
13. That's just a cycler_wreckage. I haven't quite figured out if I can change it but I'll try...

Thanks for the critique. I appreciate it





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Re: reclamation
Posted by Campaignjunkie on Thu Aug 5th at 2:20am 2004


Nice idea with the missile launcher thing. Really like Screen 4 too. But the rubble/crumble texture is still so blurry and stuff. Concerning lighting - this map has the same problem as Thanto does, I think. So many light fixtures but not that much light. They just end up kind of looking like little trim lights. Nice broad spotlights focused on certain parts of the rooms could do wonders and bring some more shadows/contrast into play. But then is the map too dark already?

Oh, and do the dead grunts show up in multiplayer? I assume you're using monster_dead_hgrunt or something, right?
[addsig]




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Re: reclamation
Posted by Yak_Fighter on Thu Aug 5th at 2:35am 2004


Well I'd gladly change the crumble textures, but I haven't figured out a way to break open the GCF files as the program on the pit gives me errors. I should get more lighting contrast as it's a bit flat. It's not too dark in my opinion, but then again I used to play HLDM with an old monitor that made everything dark . If I have the time I will look into brightening up some areas of some rooms, but I am trying to make the map somewhat dark, as this is supposed to be a spooky and destroyed human base or something. And yes, the dead grunts do show up in mp, as do the dead hevsuits, barneys, and scientists.





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Re: reclamation
Posted by Yak_Fighter on Mon Aug 9th at 5:29pm 2004


It's done. sorta. The lighting is probably still too dark, and if I bother with a revision that'll be what needs fixing the most. The weapon placement is probably horrible, since I did it in about an hour without any testing. But other than that... I am proud to say that the r_speeds do not go above 910 anywhere in the map, and that's even when looking from corners and such. The area in the bottom pic is less than 900, which is awesome for how much I crammed in there.

http://yak_fighter.tripod.com/maps/reclamation.zip





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Re: reclamation
Posted by Forceflow on Mon Aug 9th at 7:23pm 2004


The map looks pro. Good job.
[addsig]




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Re: reclamation
Posted by 7dk2h4md720ih on Tue Aug 10th at 12:16pm 2004


Sounds vey intriguing. Maybe I'll finally get to see a well done xen map. Give me a shout whenever you have a beta up. smiley



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Re: reclamation
Posted by 7dk2h4md720ih on Tue Aug 10th at 12:16pm 2004


Sounds vey intriguing. Maybe I'll finally get to see a well done xen map. Give me a shout whenever you have a beta up. smiley



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Re: reclamation
Posted by 7dk2h4md720ih on Sun Jun 13th at 1:26pm 2004


Sounds vey intriguing. Maybe I'll finally get to see a well done xen map. Give me a shout whenever you have a beta up. smiley



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Re: reclamation
Posted by Ferret on Tue Aug 3rd at 3:57am 2004


Wow! Very nice job!!! I love the Xen vines. Nice job with that. The blue and yellow lighting is good contrasts! You're doing a wonderful job with this map, can't wait to see it finisehd.



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Re: reclamation
Posted by 7dk2h4md720ih on Mon Aug 9th at 7:59pm 2004






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Re: reclamation
Posted by ReNo on Fri Aug 13th at 5:47pm 2004


In my limited time running around it (20 maps to check out, time was limited!) I found the layout to be confusing, but had no doubts it would be great once learnt with a wealth of route options open from any give area. Weapon placement seemed good, in particular the gauss placement, which was in exactly the same sort of trough location I was going to give it in Angelic. To top it off, it looked lovely, which was especially impressive given the overall low r_speeds and the feeling of integration that the layout suggested. <br> <br>Despite these positive points, the map wasn't flawless. The theme was a good one but under-developed, with only certain limited areas feeling particularly over run or even touched by Xen infestation. While this wouldn't be counted as an outstandingly negative point in normal circumstances, given the theme of the contest it became more important. Lighting was, in my opinion, overly dark from a playability point of view, and even from a visual standpoint. <br> <br>Despite these failings, Reclamation felt like the map most reminiscent of the great HLDM maps, and I've no doubt that it will be one of the under-rated gems of the contest that those whom give a chance and actually play, will be pleasantly surprised with.



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Re: reclamation
Posted by Agent Smith on Sat Aug 14th at 2:55pm 2004


This is definately a real gem of a map, with the screens doing the map little justice. The map layout and style of play reminded me of the golden age of HLDM, when it was the funnest game around, and maps like this one ruled the servers. Fun, well constructed and polished, excellent weapon placement and great to look at, this map is definatly an underated contender in the competition. Very nice work Yak.



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Re: reclamation
Posted by Orpheus on Tue Oct 12th at 7:36pm 2004


As i told dave, i have been remiss, i forgot to come and score your maps after the competition.. i will rectify that oversight now smiley




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