Posted by G.Ballblue on Fri Jan 7th at 2:24am 2005
Aaahhhgghh. I don't wanna see more enemies! Since I'm a little poor with wording, when it comes to situations that can easily cause an argument, I would suggest that when an arguement has "blown over" -- don't start another. I can see how Orph and the screenshots got a bit out of hand, but he intended it for good reasons ![]()
/nuff on screenshots
On a second note, it did appear that you berrated Orph a bit after the first argument. I would definetely say you deserved a slap in the face for that. Now ( not trying to sound like a mod, but I don't like seeing enemies!) please try to get along from now on?
Orph, if I sound a little "un-informed" about this, then it's probably because I am. Send me a PM to fill me in, if you feel the need to do so. I'll support ya ![]()
/edit: Damn! Leave it to me have an incomplete sentence! Since I'm a little porr with wording, when it comes to situations that can easily cause an argument, I'll try to keep this short. ![]()
G.Ballblue
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Posted by Orpheus on Fri Jan 7th at 2:27am 2005
i find it totally ironic, that i read the exact same thing coming out of your mouth each time you make an appearance.
you claim to not be rude, but you put restrictions on how much advice we can give you?
my critique was honest, but incomplete. if you truly want me to trash it, say the word.
personally, i think its not worth trashing, but your attitude is compelling. :/
just say thankyou, and we can part "amicably". i think you'll be much more satisfied looking that word up.
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Posted by MysticSiva on Fri Jan 7th at 2:37am 2005
you claim to not be rude, but you put restrictions on how much advice we can give you?
my critique was honest, but incomplete. if you truly want me to trash it, say the word.
personally, i think its not worth trashing, but your attitude is compelling. :/
just say thankyou, and we can part "amicably". i think you'll be much more satisfied looking that word up.
I agree with the parting amicably part. I spend far too much time arguing with you.
Posted by Orpheus on Fri Jan 7th at 2:40am 2005
more irony *shrugs*
/me is done with this.
*looks around at the rest of the pit*
i tried, i tried. :/
[edit] i have this map if anyone else really wants to see it.
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Posted by Yak_Fighter on Fri Jan 7th at 3:17am 2005
![]()
Way to delete your comments like a big baby. If you felt they were worth typing out for everyone to see I don't see why you have to get rid of them once people start responding. I think I'll go take a look at the map to comment. Oh wait, it was deleted too! Talk about spineless.
EDIT: Send it to me Orph, I'll critique it.
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Posted by Orpheus on Fri Jan 7th at 3:17am 2005
actually, i am personally requesting that some others critique this map, my integrity has been called into question. something i most definately am not comfortable with.
i think i was generous.
[addsig]Orpheus
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Posted by Joe-Bob on Fri Jan 7th at 4:15am 2005
Anyway, my thoughts were that the map was a touch on the labyrinth side. Paul Jaquays of id Software suggested that a large map should have distinctive landmarks, and players should always know where they were. I must say that I had a lot of trouble telling what was going on most of the time. Another thing you may want to take into consideration was the fact that the map doesn't really "Flow" anywhere, it's kind of like a bucket full of stagnent water. I would recommend directing traffic better. It doesn't have to be completely linear, but it seems to play like a cube.
Walking around, I would frequently get stuck in geometry. This just won't do for multiplayer, let alone deathmatch. You ought to clip around some stuff to make it easier to get around.
Now, for a few details that will be easier to correct:
I almost fell asleep standing in that fire. Maybe you could crank up the heat and make it do a little more damage?
I gravity-gun jumped onto the motel roof, into the attic, and over the gate. I'm pretty sure that you don't want the player in any of those areas, so you should clip them off.
That hotel looks like it was sent to hell and back on the inside, but the outside looks like a grandmother only took it out on Sundays to go to church. You may want to damage the exterior a bit.
To sum up, you have to take criticism the right way. I have the exact same problem, really. I could look at a pile of horse manure, and if I had designed it, I could see a castle. That's what forums are good for, people who have no emotional attachment to a map will tell you what it really looks like.
The people who only tell you what you want to hear aren't really your friends.
Posted by Orpheus on Fri Jan 7th at 4:34am 2005
*stares at screen for several minutes*
man, i never expected this from a member above 1000.
thanx.
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Posted by Yak_Fighter on Fri Jan 7th at 11:22am 2005
I'd say the author was very smart for deleting this piece of crap. He's sparing the majority of us from it. Unfortunately he's probably posting elsewhere spreading this filth. Anyways:
-There's no discernable flow at all in this map. There's a bunch of dead ends, tiny doorways, and things sticking out to catch you and stop your movement. Major areas only have one or two ways into them as well.
-The construction is nonexistant, as the interior is basically two rooms copy and pasted repeatedly. The downstairs area is just one half constructed/one half mirrored, you get the idea. There is serious abuse of models to serve as detail (just like the prefabs of old) and it looks terrible. I can get 30 FPS in the outside areas, which is quite the accomplishment considering how little is out there.
That about covers it. Basically this is a newbie map through and through. It's a step up from a killbox, so that's a good thing, but it should never be released. The author has some basic handle on Hammer and could create something worthwile in the future, but alas his inability to accept even the slightest criticism or consider any recommendations will assuredly doom him to suckiness. I believe somebody earlier in this thread said that this looks like a Valve map, and all I can do in reply is laugh.
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