Re: [map] Prototype
Posted by Orpheus on Wed Nov 5th at 4:06pm 2003
A fine beginning to a mapping career.
<br>review at:
<br>
<br>http://www.snarkpit.com/pits/orpheus/comp_reviews/prototype/prototype.html

Orpheus
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Re: [map] Prototype
Posted by diablo on Wed Nov 5th at 4:06pm 2003
The main thing that let this map down was architecture errors. You made a great effort capturing the image you chose. Great work.

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Re: [map] Prototype
Posted by Loco on Wed Nov 5th at 4:06pm 2003
Thanks guys. My excuse for the architecture errors? I used a program called &quot;Revolver&quot; which uses a 2d profile and revolves it a round an axis and then generates a .map file. Not great results. I'll fix it when I can be bothered to go back to the file. The other excuse is that I'm just plain lazy!

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Re: [map] Prototype
Posted by Cash Car Star on Wed Nov 5th at 4:06pm 2003
*from my forum post*
<br>
<br>This map looks good at first glance, but the nasty slowdown you get in the main room says something's up. It's not the r_speeds, DM_Ominous went twice as highly and still ran smoothly on my comp. So what is it? Tauing around in the main room I see all sorts of brush misalignments, and generally things not meshing well. I'm betting there are all sorts of Leafportal saw into leaf errors, and a few HoM type problems (although I didn't spot any obvious ones). Cleaner brushwork that stays on the grid would help this map out a lot. In terms of gameplay, I found the dead ends and questionable weapon/ammo placement to be irritating. For example, I go all the way down the ramp in the lobby to find nothing but some handgun ammo. That's not cool. The dual Health Chargers seemed a bit excessive and quite probably camperific.

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Re: [map] Prototype
Posted by Kampy on Sat Feb 21st at 10:01am 2004
good job transferring it to 3d

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Re: [map] Prototype
Posted by Ferret on Sun Aug 1st at 9:58pm 2004
I'm rating this a 4 because if you take the time, that map can be an uber scene. Simply redo the lighting to make it more dramatic, and do some NICE sprite effects with env_beams and env_glows and this'll look f'ing sweet.

Ferret
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