Hey all, just wanted to let everyone know that DM_Laststop_beta can be
found here on snarkpit for download and beta testing. Comments are
welcomed.
http://www.snarkpit.net/maps.php?map=2010
The map is part of a two-map 'Abandoned Places' map set, with DM_Slanska. Both maps can also be found at http://abandoned.hlgaming.com/
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Re: dm_laststop_beta
Posted by Leperous on Sat May 14th at 9:59pm 2005

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Posted by Leperous on Sat May 14th at 9:59pm 2005
Just had a very quick runaround- the lighting needs more variation (too blue), it's very linear and somewhat squashed on the platform, and you can jam the trains by chucking a prop onto the tracks
" SRC="images/smiles/icon_smile.gif"> I do like the entrace hall to the station, though.
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Re: dm_laststop_beta
Posted by Windows 98 on Mon May 16th at 1:29am 2005

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Posted by Windows 98 on Mon May 16th at 1:29am 2005
Eh. I think the lighting is right for an abandoned subway/train
station. That is if there are ghosts flipping the lights on every
morning.
And if it's abandoned whos paying this electrical bill?

And if it's abandoned whos paying this electrical bill?
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Re: dm_laststop_beta
Posted by DrGlass on Mon May 16th at 2:59am 2005
you cant have a pitch black map just so its "ultra real"

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Posted by DrGlass on Mon May 16th at 2:59am 2005
? quote:
Eh. I think the lighting is right for an abandoned subway/train
station. That is if there are ghosts flipping the lights on every
morning.
And if it's abandoned whos paying this electrical bill?

And if it's abandoned whos paying this electrical bill?
you cant have a pitch black map just so its "ultra real"
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Re: dm_laststop_beta
Posted by Campaignjunkie on Mon May 16th at 4:02am 2005

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Posted by Campaignjunkie on Mon May 16th at 4:02am 2005
Yeah, if it was really abandoned, no one would pay the electric bill...
But it's not really abandoned, is it? Is there water actually flowing through the pipes? Is the ceiling actually supporting countless tons of pressure from the ground above? Is it warm or cold? Is this a real place?
No, of course not! It's a level, so treat it like one - put in lights so people know where the heck they're going! The whole "dark abandonment" shtick is going to get pretty old within a few minutes of playing. And I agree with more light color variation as well.
" SRC="images/smiles/icon_smile.gif">
But it's not really abandoned, is it? Is there water actually flowing through the pipes? Is the ceiling actually supporting countless tons of pressure from the ground above? Is it warm or cold? Is this a real place?
No, of course not! It's a level, so treat it like one - put in lights so people know where the heck they're going! The whole "dark abandonment" shtick is going to get pretty old within a few minutes of playing. And I agree with more light color variation as well.
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Re: dm_laststop_beta
Posted by DrGlass on Mon May 16th at 7:24am 2005

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Posted by DrGlass on Mon May 16th at 7:24am 2005
I've been told (and agree) that a good lighting arangment is to have a
strong spot light, like the combine light. Along with very soft
wall/ceiling lights to fill in the shadows and then a thrid warm point
light, like a fire or flare.
This will set up good contrast so objects and players dont fade into the background. Lighting is very very important, it can make a box room look like a work of art when done well, and can make even the best brush work look flat and lame when done poorly.
This will set up good contrast so objects and players dont fade into the background. Lighting is very very important, it can make a box room look like a work of art when done well, and can make even the best brush work look flat and lame when done poorly.
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Re: dm_laststop_beta
Posted by Windows 98 on Mon May 16th at 5:03pm 2005

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Posted by Windows 98 on Mon May 16th at 5:03pm 2005
I wasn't saying the lighting is bad. Its good. I was just making a joke...
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Re: dm_laststop_beta
Posted by Addicted to Morphine on Mon May 16th at 8:25pm 2005
Posted by Addicted to Morphine on Mon May 16th at 8:25pm 2005
No I think they understood that it was a joke and that you like the
lighitng. They're saying the lighting isn't great, and that it
needs work. And I agree with both CJ and Doc. Good Light
variation and placement like Doc described could work wonders for this
map (and any map).
Re: dm_laststop_beta
Posted by aidanwraith on Mon May 16th at 9:56pm 2005
i think you guys could be right about the lighting. i think the valve jail level might be good reference, after some work i'll post some pics, see what you think.
thanks again for the feedback!
(if anyone plays this map with 5-6 people i'd love to know how it holds up.
Posted by aidanwraith on Mon May 16th at 9:56pm 2005
i think you guys could be right about the lighting. i think the valve jail level might be good reference, after some work i'll post some pics, see what you think.
thanks again for the feedback!
(if anyone plays this map with 5-6 people i'd love to know how it holds up.
Re: dm_laststop_beta
Posted by Orpheus on Wed May 18th at 2:32am 2005

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Posted by Orpheus on Wed May 18th at 2:32am 2005
I have 3 words that sum this map up. "Many Dead Ends" " SRC="images/smiles/sad.gif">
the connectivity was poor at best. I had no real issues with the lighting in most areas, but noticed a few spots where you could not fire through the hand rails. My son got pinned in one of the spawn points. He said a prop fell on him, pinning him to the wall behind another prop that couldn't be moved enough to allow egress. Doorways and most paths were to narrow for proper DM play. Weapons were plentiful for the size of the map, but poorly placed.
/me rates it in its current form. 5/10
yeah thats a bit high, but I can see something going in this map worth salvaging. assuming the author is capable.
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Re: dm_laststop_beta
Posted by aidanwraith on Wed May 18th at 2:52am 2005
that's new feedback for the map - i'm glad you put it down, but i'd love some specifics that i can fix.
i dont think there are any dead ends in the map. every room has at least two exits. the hallways are tight to juxtapose against the wide gameplay of the rest of the level and provide a risk factor when getting weapons.
if you can tell me which spawn point was troublesome for your son, i'll fix it.
Posted by aidanwraith on Wed May 18th at 2:52am 2005
that's new feedback for the map - i'm glad you put it down, but i'd love some specifics that i can fix.
i dont think there are any dead ends in the map. every room has at least two exits. the hallways are tight to juxtapose against the wide gameplay of the rest of the level and provide a risk factor when getting weapons.
if you can tell me which spawn point was troublesome for your son, i'll fix it.
Re: dm_laststop_beta
Posted by Sudasana on Tue May 24th at 2:05am 2005
Posted by Sudasana on Tue May 24th at 2:05am 2005
Just posting on behalf of aidanwriath to say that the final version of
dm_laststop is up. You can get it from the main download link, or just
click here:
http://www.edgefiles.com/files/19982.html
I'm sure aidanwraith will update the map page when he gets back from England.
http://www.edgefiles.com/files/19982.html
I'm sure aidanwraith will update the map page when he gets back from England.
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Re: dm_laststop_beta
Posted by Orpheus on Tue May 31st at 8:11pm 2005

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Posted by Orpheus on Tue May 31st at 8:11pm 2005
Nice map.. Still buggy in spots but it plays well.
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