Posted by Trapt on Thu Feb 17th at 7:56am 2005
This didn't take long at all for me, so I can't see how people could say it was too long. [addsig]
Posted by Agent Smith on Thu Feb 17th at 10:45am 2005
[addsig]
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Posted by Trapt on Fri Feb 18th at 5:16am 2005
I quite like the trap in Lockdown - It adds to the tension and the feeling of never being safe when grabbing the RPG. The way it is in your level is quite similar, and it is what mappers should strive for: A decent trap so people have to take a risk to get the RPG.
You always have to watch your back and be careful. The way you have it, I think, takes about the perfect amount of time it should take to get the deadliest weapon in the game.
Also, the RPG isn't really effective where it is placed: Very much like Lockdown.
So I say well done on that.
It was quite a big risk you took when you included the trap - a lot of people wouldn't like it - But I think you did an excellent job. [addsig]
Posted by Orpheus on Sat Feb 19th at 1:42pm 2005
If you don't like the RPG trap, oh well
tact bud, use tact.
i wouldn't close any doors by not using this small bit of interaction. keved is a master at his craft. i wouldn't shut any doors by disregarding this small thing.
the fact that some can use the rpg gauntlet effectively is a strong point in your favor.
feedback is opinions, use what you wish, and discard the rest, but never forget future correspondences. keved is not a door you would want to close.
/ 2 cents
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Posted by Agent Smith on Sat Feb 19th at 2:16pm 2005
Ultimately it would be a dead end no one would use if I removed the RPG. I had toyed with the idea of putting the crossbow in there but that would piss people of no end. I've had mixed reports about it, some love it and some hate it.
If I seem a bit short with people its because the lack of the Snarkpit and my subsequent stint in the Steam forums drove me to my wits end. I had so many people saying the same thing over and over again even after I'd explained it, or people who have no idea about mapping saying it basically sucked arse, that I'm feeling a bit fragile, particularly when it comes to this map. I didn't mean to snap, but if I hear one more person complain because they got shot on steps that aren't steps, even after I explained that fact, I'll scream.
Thanks for your commentary Keved, I've always liked your work, particularly refinery and its very vintage HL gameplay and feel with source looks. I'd also like to thank anyone else who provided constructive criticism, thats CONSTRUCTIVE criticism.
Hey Orph, has it been orphorized yet? [addsig]
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Posted by Orpheus on Sat Feb 19th at 2:26pm 2005
i wasn't trying to tell you what to do, just attempting to keep you aware of all your options.
i do know the frustrations involved when people with little or no practical mapping experience try to give advice, or just plain disregard your map out of hand. they act as if PLAYING ALONE makes them an expert in the topic.
i will be posting comparative screenshots shortly, to illustrate my new machines abilities over my old one, and i chose this map to do it with, since i have the critiques screenshots in my pit to compare them too.
stay tuned
*mumbles* the steam update is taking ages 
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Posted by Agent Smith on Sat Feb 19th at 2:31pm 2005
Looking forward to seeing what your new machine can do.
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Posted by Orpheus on Sat Feb 19th at 3:06pm 2005
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Posted by keved on Sat Feb 19th at 3:09pm 2005
There was no offence taken Smith. ![]()
I understand what you guys are saying about the likeness with the RPG trap in Lockdown, though unlike Lockdown, in Hydro's sewers you have to crawl through wider tunnels which are ideal for the AR2 bouncey grenade (certain kill), or people with the xbow/357 who're looking right down the length of one/two sewer tunnel sections and immediately snipe you. In the RPG trap in Lockdown players don't have to worry about either of these.
On the "steps that aren't steps" point, if there is a shortcut route people will use it, and raise it as an issue if they can't traverse the route easily. Here are a few examples...
- the only way to cross this gap below is balance along the narrow ledge. It's a case of either slowly moving along the side of the fence, or jumping down and finding another route up (safer but much slower). Wouldn't take much to add a few long planks of wood or something so players can run straight across.
http://img113.exs.cx/my.php?loc=img113&image=dmhydrob200004eh.jpg
- though there are other ways up onto the raised floor tier, at this side the quickest route up is jumping on these blocks...some of which requires jump+ducks. There is plenty of scope for adding extra steps so players can just run up there.
http://img113.exs.cx/my.php?loc=img113&image=dmhydrob200015al.jpg
There are also a couple of more areas above ground level where very minor changes would improve connectivity a lot.
Anyway, they were just suggestions. You can of course disregard any suggestions at your discretion. Goes with the territory of creating your own content...having to choose what suggestions to act upon. ![]()
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Posted by Andrei on Thu Mar 10th at 3:08pm 2005
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Posted by Orpheus on Sun Mar 13th at 1:07pm 2005
This map still says "99%"
is there a final version available?
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Posted by Agent Smith on Sun Mar 13th at 1:14pm 2005
Actually I've been hoping Gwil might whack it up on the server sometime so I can see how it plays.
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Posted by Orpheus on Sun Mar 13th at 1:22pm 2005
Actually I've been hoping Gwil might whack it up on the server sometime so I can see how it plays.
Duncan "whacks" more custom maps than gwil, ask him ![]()
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Posted by Gwil on Sun Mar 13th at 2:41pm 2005
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Posted by ReNo on Sun Mar 13th at 3:27pm 2005

Anyway, whichever server admins are around when we have a few maps to test will I'm sure put it up.
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Posted by Leperous on Sun Mar 13th at 4:11pm 2005
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Posted by ReNo on Tue Dec 21st at 3:07pm 2004
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Posted by $loth on Fri Dec 17th at 12:57pm 2004
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Posted by habboi on Fri Dec 17th at 1:48pm 2004
Posted by Agent Smith on Fri Dec 17th at 2:23pm 2004
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