WoW....this is really an excellent map. I started running it on my [K-9] Kibbles and Bits! HL2 TDM 16 person server, and people love playing it. It is one of the few larger maps that runs great without any lag even in a full 16 person server. That is also one of the best traps I have ever seen in any map.
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<br>Congratulations! I made a new topic post about the map on the steam forums.
Re: Morbid
Posted by Inflatable on Mon Jan 17th at 3:31pm 2005
Posted by Inflatable on Mon Jan 17th at 3:31pm 2005
Very nice map, very good fps everywhere, good job! I Love the RL-room trap aswell..
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<br>I agree with Vassago5kft on the lightning.. And maybe you can add some sounds to the map, like a RL-room soundtrigger or somethings.. Adds even more atmosphere to the map..
Re: Morbid
Posted by Fjorn on Mon Jan 17th at 7:18pm 2005

Fjorn
member
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Location: California - USA
Occupation: Student/Amateur Writer
Posted by Fjorn on Mon Jan 17th at 7:18pm 2005
Like the map so far, but you need to fix the download link.
Fjorn
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Registered: Jun 5th 2004
Location: California - USA
Occupation: Student/Amateur Writer
Re: Morbid
Posted by KornyBizkit on Mon Jan 17th at 9:53pm 2005
Posted by KornyBizkit on Mon Jan 17th at 9:53pm 2005
If you're using firefox, the download link will load into your browser in ascii form or something. try using IE instead.
Re: Morbid
Posted by W01f on Tue Jan 18th at 10:26am 2005
Posted by W01f on Tue Jan 18th at 10:26am 2005
Looked beautiful. Definately professional looking, and comparable to the actual ravenholm level in HL2 SP. However, it lacked creativity, which is something we haven't seen much of yet in the mapping community. 4/5
<br>
<br>The layout seemed pretty solid overall, though there was one area that was just a big long line from point A to point B. Perhaps needs a bit more connectivity in certain areas, but overall it's good. (-1 point ) 4/5
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<br>On my geforce 5500fx, the frame rate was flawless. Great job with optimisation. No one should have any trouble at all with performance. 5/5
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<br>Lack of sound/atmosphere! This was a huge letdown, as my mind was just exploding with ideas for how to fill the map with cool sounds, especially considering the nature of the theme. Sure it's just a DM map so that's not so important, but it's the overall package that makes really great maps stand out from the rest. 1/5
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<br>Overall, a great map that will definately stay on my hard drive. A couple faults, but still a great map nonetheless. Overall: 14/20 = 7/10
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<br>I can't wait to see what this guys next map.
Re: Morbid
Posted by Leperous on Wed Jan 19th at 11:21pm 2005

Leperous
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Location: UK
Occupation: Lazy student
Posted by Leperous on Wed Jan 19th at 11:21pm 2005
I agree, the outdoor areas look absolutely excellent. However some work is needed on the interiors and connectivity, and on getting some sound effects in there. And way too many explosives imho...
Leperous
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Location: UK
Occupation: Lazy student
Re: Morbid
Posted by Mikee on Sat Jan 22nd at 8:11am 2005
Posted by Mikee on Sat Jan 22nd at 8:11am 2005
I couldn't disagree with Yak's review more. The connectivity is not bad at all. I say that because there is always a way to get away from a firefight, and each area has 3-4 places to go.
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<br>Having run it on my 16 person server, people absolutely love playing it. Never once have I seen the server empty when it comes up.
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<br>It is one of the few large maps that does not lag the server with a full 16 people. Yes, some of the passages are too cramped, but that has a relatively minor impact on gameplay.
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<br>There may be some places where you can go outside the map, and snipe...but I can't imagine many people wanting to bother doing that for fun. Those areas should be clipped off in any case.
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<br>This is by far one of the 2 or 3 most popular maps on my server.
Re: Morbid
Posted by G$ on Sun Jan 30th at 5:22am 2005
Posted by G$ on Sun Jan 30th at 5:22am 2005
It looks absolutely fantastic! I love the lighting--better than Valve in some places. I love the gas leak trap--wicked stuff!
Re: Morbid
Posted by Aphrophyre on Mon Feb 21st at 6:19pm 2005
Posted by Aphrophyre on Mon Feb 21st at 6:19pm 2005
The slam needs to be added to this map now. It would fit in quite well.
Re: Morbid
Posted by satchmo on Thu Feb 24th at 5:13pm 2005

satchmo
member
2077 posts
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Registered: Nov 24th 2004
Location: Los Angeles, U.S.
Occupation: pediatrician
Posted by satchmo on Thu Feb 24th at 5:13pm 2005
Hmm, I tried to download it, but I got a "The requested URL /warfle/files/dm_morbid.rar was not found on this server." message.
satchmo
member
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Location: Los Angeles, U.S.

Occupation: pediatrician
Re: Morbid
Posted by KornyBizkit on Fri Feb 25th at 2:18am 2005
Posted by KornyBizkit on Fri Feb 25th at 2:18am 2005
Yes, sorry. In relation to the oktagone outage that downed plenty of mod sites, I lost the hosting of the download link. It will be back up shortly.
Re: Morbid
Posted by rs6 on Sun Mar 6th at 2:46am 2005

rs6
member
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Location: New Jersey, USA
Occupation: koledge
Posted by rs6 on Sun Mar 6th at 2:46am 2005
Good looking map....bad gameplay.
<br>
<br>I was also able to jump into the sky box 
rs6
member
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Registered: Dec 31st 2004
Location: New Jersey, USA

Occupation: koledge
Re: Morbid
Posted by Goat64 on Sat Mar 12th at 7:54pm 2005
Posted by Goat64 on Sat Mar 12th at 7:54pm 2005
Could you put it in a zip file for those of us that dont have winrar
<br>thanks 
Re: Morbid
Posted by moonracer1313 on Thu May 19th at 6:35am 2005
Posted by moonracer1313 on Thu May 19th at 6:35am 2005
A very nice looking map. I have to agree with the comment that there are too many explosives though. One of the better DM maps based on a HL2 map that I've seen so far.
Re: Morbid
Posted by milkshake on Tue Dec 13th at 7:30pm 2005
Posted by milkshake on Tue Dec 13th at 7:30pm 2005
Yeah! its fun to copy.. .
Re: Morbid
Posted by Yak_Fighter on Wed Mar 9th at 9:12pm 2005

Yak_Fighter
member
1832 posts
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Registered: Dec 30th 2001
Location: Indianapolis, IN
Occupation: College Student/Slacker
Posted by Yak_Fighter on Wed Mar 9th at 9:12pm 2005
I have played this map multiple times with different player loads and skill levels and each time I have come to the same conclusion: this map is very boring to play and not fun at all. The problem lies almost entirely with its layout. The map has two and a half main areas, a recreation of the opening area of Ravenholm (from the singleplayer game, you know?), a hilly courtyard area that looks even better than some of Valve's work, and a small area that houses the RPG and its trap. Each of these sections has a grand total of TWO paths connecting them to the others, giving the map a circular layout. Wherever you spawn you only have three choices, take passageway one, take passageway two, or camp. This type of layout works only for 1v1 or 4 player LAN maps, and usually those are small maps. This map is way too big for any of that and it takes far too long to trudge around the map to find anybody before falling asleep, even in an 8 player game.
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<br>To add insult to injury the connecting passageways are very cramped, long, and have annoying narrow doorways. There's almost no way in certain spots to do any dodging and usually combat comes down to whoever can throw a buzzsaw first. In addition there are dead ends everywhere, and of course most of the good weapons and health are found in them. These dead ends are all very easily camped and it's very tempting to just sit in there and wait for people to come to you. This just causes the already slow gameplay to come to a crawl.
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<br>This is all very unfortunate, because it pulls off the Ravenholm theme perfectly and is very easy on the eyes. The lighting, texturing, and architecture come together to give this map some beautiful visuals. It has a palpable sense of realism that is rarely seen in deathmatch maps and it's really fun to just stop and take a look around every once in a while. There is good attention to detail, with breakable windows and wood supports, saws hanging on the walls or lodged in the nearby tree, a natural gas trap for the RPG, tasteful usage of overlays... I could go on. FPS performance was very high as well (I averaged in the 80s) but that leads me to wonder why exactly more buildings weren't enterable and why there weren't more passages between sections.
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<br>The author needs to take a close look at what makes deathmatch maps fun: a proper layout with good connectivity and flow.
Design
Gameplay
Verdict
Terrible connectivity ruins a beautiful map.
Pros
moody atmosphere, great attention to detail, realistic architecture, lots of sawblades
Design
A circular layout with poor connectivity and flow leads to a boring, bland game.
Design
Gameplay
Verdict
Terrible connectivity ruins a beautiful map.
Pros
moody atmosphere, great attention to detail, realistic architecture, lots of sawblades
Design
A circular layout with poor connectivity and flow leads to a boring, bland game.
Yak_Fighter
member
1832 posts
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Registered: Dec 30th 2001
Location: Indianapolis, IN

Occupation: College Student/Slacker
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