Dungeon Death
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Re: Dungeon Death
Posted by RacerX on Thu Nov 11th at 6:31pm 2004


? quoting Tracer Bullet

That took me about an hour to put together, including finding the textures on wadfather etc.

Sorry about going off topic, but I haven't been able to get on Wadfather for over a month. Did it move somewhere else, because I either get a "can't find page" error, or when the Wadfather homepage does show up, I cant get past it. I really need some textures.





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Re: Dungeon Death
Posted by Tracer Bullet on Thu Nov 11th at 6:47pm 2004


I had some issues with the page as well, but the old version of the site still seems to be working.

http://www.planethalflife.com/wadfather/index-old.htm

[addsig]




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Re: Dungeon Death
Posted by RacerX on Fri Nov 12th at 12:00am 2004


You the man!





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Re: Dungeon Death
Posted by Dark Tree on Sat Nov 13th at 9:39pm 2004


Download for this map now available!........again...it is slightly better.....most of the changes have to do with the Church and beginning dungeon areas....I havent started working with dungeon 2 yet....actually....a little....but nothing totally noticable yet...but the beginning of the game areas should be noticeably better.

Still need to work on blockiness design...this update is mainly a detail update....check it out!

EDIT:

Shoot...I forgot to post the link to my zip.....but now I did...sorry!

[addsig]




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Re: Dungeon Death
Posted by Captain P on Sun Nov 14th at 10:10pm 2004


I've played through this untill the 3rd valve now and although it has improved, it's still very... strange...

Some of the puzzles are now more obvious and logical, but some are still pretty annoying. I like how you changed the first puzzle, getting the sword, as it's now more logical and intuitive, though still it has it's flaws that make it so unbelievable. The stairs were leading to... nowhere... ok, they got you inside that tube, but that's probably not what they would be built for in real life. Some things aren't logically correct in your map, wich hinders your level's believability. Also the fact that I could see the roof trough the sky from that part made the level itself look less believable.

At the second valve, there was a block sliding towards you, right? It moved trough two torch holders... a little thing you should mind next time. At that puzzle, I wasn't all too pleased... after getting over those stones, having died multiple times, I found out I could as well have stayed behind since the only thing i had to do was shooting the button. I didn't found a way over that block too, so I had to noclip... making puzzles hard is ok, but making them nearly impossible is another.

The third valve is my least favorite, as I really see no reason why to release a whole pack of enemies behind my back when I'm already falling into the lava. I still haven't exactly figured out how you planned the player to get trough that part, as I needed to get to that button but the floor fell down, and trying to get there while standing on those rotating platforms seems pretty much impossible too.
Make sure your traps and puzzles are possible to seize, otherwise you won't entertain the player.

The architecture is at most spots still unlogic, not really representing a realistic environment. Those hollow tubes for example were meant to be pillars, but the way you represented them totally defeated their function, as they easily crumbled by your push. Why hadn't the building collapsed yet then?
I'd really want to advise you to look at reference picture before starting on a map. They can really help you create a believable world. You can fix some things in this map-pack, but to get it good would mean a total redesign and recreation.

I think this article could be helpfull:
Common sense - Dave Johnston

EDIT: I may sound very harsh but I'm mostly stressing the negative parts of your map. Try not to see it as a discouragement...
[addsig]




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Re: Dungeon Death
Posted by Dark Tree on Sat Jan 1st at 8:30pm 2005


Hello folks.....Dungeon Death SP mod is now complete......complete enough......give it a look see....it is for HL1 but I spent quite some time to make it look decent and fun to play with some difficult challenges....I may make a sequel to it for HL2 if people like it......but please do comment and rate the map if you like/hate it...all critiques still welcome!

Thanks for all the help you guys gave me for this map!!!

peace [addsig]




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Re: Dungeon Death
Posted by Orpheus on Wed Nov 3rd at 10:10pm 2004


Click the link "new comment" and you can rate maps smiley



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Re: Dungeon Death
Posted by Forceflow on Wed Jan 5th at 4:23pm 2005


I really like the idea, and some pieces of the map look really good, but others ... texture and lighting-wise something's wrong.



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Re: Dungeon Death
Posted by wil5on on Sun Jul 24th at 2:03am 2005


Good, despite some of the puzzles being needlessly hard. I think the jumping puzzles need to be tweaked a bit, and some things should be made a bit more obvious... other than that, nice. The brushwork in the church is pretty good.



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Re: Dungeon Death
Posted by Biological Component on Sat Apr 8th at 3:13pm 2006


Structure: -------------4/10 <br>texturing/lighting: ----7/10 <br>effects: ----------------8/10 <br>overall gameplay: ----5/10




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