Morbid
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Re: Morbid
Posted by KornyBizkit on Mon Jan 10th at 11:16pm 2005


you might notice screenshots 1,2, and 9 were recreated to look as much like the original as possible. the rest of the map (most of the map) is entirely original.


http://www.hlrally.net/warfle/screens/morbid/dm_morbid0000.jpg
http://www.hlrally.net/warfle/screens/morbid/dm_morbid0001.jpg
http://www.hlrally.net/warfle/screens/morbid/dm_morbid0002.jpg
http://www.hlrally.net/warfle/screens/morbid/dm_morbid0003.jpg
http://www.hlrally.net/warfle/screens/morbid/dm_morbid0004.jpg
http://www.hlrally.net/warfle/screens/morbid/dm_morbid0005.jpg
http://www.hlrally.net/warfle/screens/morbid/dm_morbid0006.jpg
http://www.hlrally.net/warfle/screens/morbid/dm_morbid0007.jpg
http://www.hlrally.net/warfle/screens/morbid/dm_morbid0008.jpg
http://www.hlrally.net/warfle/screens/morbid/dm_morbid0009.jpg




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Re: Morbid
Posted by Cassius on Tue Jan 11th at 12:06am 2005


Lookin' good. Don't have any real criticism to suggest. I'd say that out of all the maps I've seen so far, this is the most likely to win the contest, because it has a theme that is not only solid and well executed but also dead-on to a portion of HL2SP.



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Re: Morbid
Posted by ReNo on Tue Jan 11th at 12:08am 2005


Indeed that is looking quite lovely. Lighting works very well with your architecture if you ask me
[addsig]




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Re: Morbid
Posted by Crackerjack on Tue Jan 11th at 12:25am 2005


Agreed im eager to play.. but it seems to be missing the umph in the screenies.. but i hope it is in gameplay cause this is nice. [addsig]



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Re: Morbid
Posted by Cassius on Tue Jan 11th at 12:27am 2005


I would have said 'empty', but I realize that isn't the appropriate term, because the lack of objects everywhere does not make the map worse. I would almost call it minimalism. It's about the level of complexity of the current official maps.

[addsig]




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Re: Morbid
Posted by Joe-Bob on Sat Jan 15th at 2:56am 2005


I know you put a final version out, but it's extremely easy to gravity-gun jump behind one of the houses and into the scenery. I could even see someone stacking crates and climbing in without too much trouble.






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Re: Morbid
Posted by Leperous on Sat Jan 15th at 10:17am 2005


Why are those windows pink? Looks like a buildcubemaps is needed...



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Re: Morbid
Posted by KornyBizkit on Sat Jan 15th at 5:41pm 2005


good question, theyre not pink for me.




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Re: Morbid
Posted by SmeTskE on Sun Jan 16th at 12:13am 2005


It's a bug with the Source engine when you ALT-TAB outside the game, some textures look pink I had it a couple of times before too. Nothing to worry about imho.

Looks pretty nice too!! Keep it up
GrTz




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Re: Morbid
Posted by Inflatable on Mon Jan 17th at 7:36pm 2005


Very nice map.. Could be a winner of the contest indeed, because it fits in with the 2 official maps using parts of the SP etc..

It plays very well, good fps everywhere etc.. I think there's enough items arround aswell, lots is hanging on walls etc, but maybe a little bit more props here and there could add to the atomphere.. And I do really miss ambiant sounds, this map is silent everywhere.. For example in RL-room (I love the firetrap) he could have used a sound-trigger like the one in dm_lockdown etc..

Add ambiant sounds, and we have a winner!!





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Re: Morbid
Posted by habboi on Tue Jan 18th at 6:11pm 2005


This is a very good map but i request something:

You made a corridor with gas coming out and if you shoot it then it cathces fire and it looked cool and i request that you make a tutorial on how to make it please!

[addsig]




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Re: Morbid
Posted by Mikee on Wed Jan 19th at 6:52pm 2005


I said this on the Steam forums about your map, and it bears saying here again for all the mappers to read.

This is one of the best large server maps for several reasons.

1) It has a 8-9 MB bsp downloadable file size, so it won't empty the large busy servers that are the ones that need to run it. Same with dm_insurrection.

2) It has excellent connectivity, and a natural flow direction that you should go. One you need a place out of a bad firefight area to quickly "exit stage left," there is always a place to get away. Very important mapping concept. The only suggestion I would make is to widen some of the inside areas to give a bit more room. Most are ok though.

3) Weapons and items placement is very good to excellent.

4) The trap is clever and innovative, and easy to reset (as opposed to a map like dm_ravenholmlake which I posted about on the Steam forums), yet not incapacitating....but it really should have a gas off button from the inside. In any case, it adds a lot of a "WOW" factor to the map.

5) There are enough large areas, and divided sections to make it challenging and interesting as this shot illustrates:

http://www.kain-9.com/images/dm_morbid0000.jpg

6) I could see having a couple of areas with a second story looking out for XBow/.357 sniping.

I have been running this map for about 5 days, and there are still 1-2 comments at the end of the mapcycle, where people say "Nooooo" because they don't want it to end!!




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Re: Morbid
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. <br> <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. <br> <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. <br> <br>The author needs to take a close look at what makes deathmatch maps fun: a proper layout with good connectivity and flow.<br /><br /><b>Verdict</b><br /><br />Terrible connectivity ruins a beautiful map.



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Re: Morbid
Posted by Sacuni on Tue Jan 11th at 12:14am 2005


One of the best maps i've seen so far smiley



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Re: Morbid
Posted by Perin on Tue Jan 11th at 2:58am 2005


Final product turned out nice Warfle. Glad we could help eachother out during this competition. Best of luck to you. <br> <br>Thank you, again... <br>-Tyler Perin



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Re: Morbid
Posted by Vassago5kft on Tue Jan 11th at 3:16am 2005


The brush work looks really nice. I think the overall ambient lighting is a big too bright though. It's making your spotlights get really washed out. If you bring the overall brightness down a few notches, I think it'd look a lot better.



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Re: Morbid
Posted by Orpheus on Tue Jan 11th at 12:37pm 2005


Nice.. very nice.



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Re: Morbid
Posted by WatchDog on Fri Jan 14th at 4:01am 2005


Looks just like ravenholm



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Re: Morbid
Posted by Junkyard God on Fri Jan 14th at 4:31pm 2005


Top class m8, realy good smiley i'll defenatly play this when i get my new pc ^^



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Re: Morbid
Posted by SVIN on Sat Jan 15th at 2:13pm 2005


It looks like that place with much zombies in hl2 (think its named ravenholm) and thats the best part of hl2 great work keep it up




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