Posted by Coconuts_are_gay on Wed Jan 12th at 11:25am 2005
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Posted by Chaffing_Weasel on Wed Jan 12th at 11:33am 2005
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Posted by Leperous on Thu Jan 13th at 4:40pm 2005
New beta version available for download:
http://www.snarkpit.com/pits/leperous/neolide_beta.zip
Obvious still much to be done (including sorting out the swapbuffers, which seem to have got worse in one room despite having done nothing to it.. hmm) and many bugs (e.g. lift), but this is more for people to look around than critique on- unfortunately I'm a weekend behind being able to submit it to the competition 
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Posted by Static88 on Thu Jan 13th at 5:57pm 2005
Posted by Myrk- on Thu Jan 13th at 7:41pm 2005
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Posted by Gwil on Fri Jan 14th at 9:50pm 2005
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Here we go!
I fell down here after surveying those shiny pipes. They look a little too bright against the dark walls. I screenshotted to illustrate the fact I got down here, and didn't die. I assume it will be fixed

This charger gave out suit power like it were going out of fashion, perhaps a little too much - I presume the room is this way to sacrifice safety for the charger. Just an opinion though. The amount of wires looks a little odd, perhaps have some conduit casing them in.

Texture flickering issues up here in this "thingy". Not noticeable too much, but I caught it out of the corner of my eye.

Yeah, it's combine architecture but I feel areas like this could do with a little snazzing up - mainly in the form of subtle lighting.

I think this door needs a frame - the established lines in the architecture look a little off to me. Either that or snazz up all these doors with lights/switches next to them. In the darker areas I flitted past them without noticing on occasion!

These screens are cool, but this one looks odd - the white noise doesn't move, and it looks strange. Note also the shiny pipes. They need a connection point, and their lighting issues addressed.

This is nice

Not as noticeable as I would have liked for this picture, but the water has some weird problems with flickering at the edges. Of all the maps i've seen so far, water is the stumbling block for most people.. so I dunno what to suggest.

These things are cool - non barrel/debris physics objects = good! BUT! When passing by, the default placement makes it difficult to navigate the corridor smoothly. Yes, I have grav gun but in the heat of battle trying to escape, it'd tick me off

Shower me in love, this area said to me. Well, maybe not. Yeah, it's combine like I said before - but a little bland?

Weird reflection/cubemap issues in a few places, but I think you mentioned this already so

I'm a collosal retard. yes. How do I get the rocket launcher? I turned round to go find a solution but ran into that thing made of those weird white ball things, and promptly died. Woops.

There seemed to be no other obvious way out of the water (this area looked extremely spinky BTW


Urgh. Can you not get rid of this tex altogether?


Another place I shouldnt be able to get to?
[addsig]
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Posted by Leperous on Fri Jan 14th at 11:08pm 2005
Ah, merci for those. A lot are issues that have already been fixed (especially those great bit grey metal blocks sticking into one of the arenas?! Along with the weapon) Good suggestion with more lights around the doorway, but everything else is being spruced up slowly ![]()
The rocket launcher is actually a trap of sorts- if you've played the single player game, you'll recall you had to use the grav gun on the generators to disable some of the force fields! Same case here, but obviously there are ball respawners nearby so it's possible to get trapped outside (well, you can jump to the middle...)
And no-one seems to have noticed the dropship yet. I'll have to do something with that...
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Posted by Orpheus on Mon Apr 25th at 2:06pm 2005
Any word on this map? You need a second critique?
/me wants to see it finished.
[edit] /me edits my critique, the image links pointed to the old site.
[addsig]Orpheus
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Posted by diablobasher on Sat Dec 4th at 11:59pm 2004
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Posted by KungFuSquirrel on Sun Dec 5th at 12:42am 2004
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Posted by ReNo on Sun Dec 5th at 1:07am 2004
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Posted by diablobasher on Sun Dec 5th at 1:18am 2004
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Posted by Yak_Fighter on Sun Dec 5th at 2:08am 2004
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Posted by Raeth on Sun Dec 5th at 5:23am 2004
Posted by diablobasher on Sun Dec 5th at 9:46am 2004
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Posted by Yak_Fighter on Fri Jan 28th at 3:53pm 2005
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Posted by beer hunter on Sun Dec 5th at 9:48am 2004
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Posted by Orpheus on Sun Dec 5th at 9:53am 2004
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Posted by Leperous on Sun Dec 5th at 11:48am 2004
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Posted by Myrk- on Sun Dec 5th at 7:54pm 2004
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