Re: [map] dm_rampart
Posted by KoRnFlakes on Sun Nov 28th at 3:34pm 2004
This map can keep you entertained for 2 hours or 2 minutes. Its very player dependant. Fantastic with lots of players, But because of its size a bit slow with very few.
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<br>Overall this is a map I kept, I loved it to bits &amp; have played it 3 times online already.

KoRnFlakes
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Re: [map] dm_rampart
Posted by beer hunter on Sun Nov 28th at 3:34pm 2004
Top map ! very nice looking, good flow and easy to navigate thru the wide corridors, lovely.
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<br>Internal corridors could do with more landmarks tho' as they seem confusing, maybe not an issue once you learn the map.

beer hunter
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Re: [map] dm_rampart
Posted by Orpheus on Sun Nov 28th at 3:34pm 2004
Very nice map..
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<br>review at:
<br>http://www.snarkpit.com/pits/orpheus/comp_reviews/rampart/rampart.html

Orpheus
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Re: [map] dm_rampart
Posted by diablo on Sun Nov 28th at 3:34pm 2004
This map would do great on team fortress.. anyway a great use of textures and skilled architecture makes this map a possible candidate to win the competition. Great work!

diablo
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Re: [map] dm_rampart
Posted by Cash Car Star on Sun Nov 28th at 3:34pm 2004
*From my forum post*
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<br>Great looking map clearly designed for playability. The soft tones of the textures and lighting complimented the fairy tale feeling of the map. R_speeds did not feel excessive to me. from a gameplay front, there are a few critiques I have. First off, the egon was well placed, being in a very dangerous location. The x-bow complimented this placement nicely because it is the only truly viable underwater weapon. I did, however, feel that the trap with the switch is mostly useless. It is impossible to tell what happens the first time you use the switch, although the general idea is surely picked up after successive tries. But! Players will rarely be able to gauge when to shut the gates, only if they are at the switch and hear the egon being picked up and that's it. So, I felt the trap set-up was non-intuitive; player activated traps are great, but the players must have knowledge of what they are doing and whether it will be effective (see undertow). The map was symmetric, which is generally a bleh I feel, but not a big issue in this map, being a castle where symmetry would be common. Weapon and item placement was good all around. I felt most of the battle areas were too flat though, only the upper RPG truly created an overlap of paths.

Cash Car Star
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Re: [map] dm_rampart
Posted by jUMPYm4X on Fri Aug 7th at 7:59pm 2009
AHHHH OH GOD!!!!!!!!!!
why is it that none of the maps i can download???
NONE OF THEM!!! i can't download NONE OF THEM!!!!!
jUMPYm4X
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Location: United States
Occupation: Professional NOTHING!!!!
Re: [map] dm_rampart
Posted by Riven on Sat Aug 8th at 4:47pm 2009
Yea, back then in 2004, we didn't allow on site hosting for maps, so people were forced to host their maps off-site, and since then, a lot of our older maps D/L links have died. If next time you come across a map's link that is dead, view it's profile and click the dead link alert button, It'll let us admins know about it and we'll search the internet and server to try and restore it.

Riven
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Re: [map] dm_rampart
Posted by Adam Hawkins on Fri Oct 2nd at 9:28pm 2009
Ohai, i'd fix the d/l link myself but all my mapping stuff is on another drive sitting on my shelf and tbh, I stopped mapping a long time ago so really unlikely i'm going to dig around and find all the files again. :P

Adam Hawkins
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Location: Chesterfield, UK
Occupation: Specialty Systems Manager