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Re: [map] Track Control
Posted by unknown on Thu Jan 1st at 12:00am 1970
This is a a discussion topic for the map "Track Control" by unknown which can be found here
Map description:
2003 map competition entry
Map screenshots:
No images are available for: Track Control
Posted by unknown on Thu Jan 1st at 12:00am 1970
This is a a discussion topic for the map "Track Control" by unknown which can be found here
Map description:
2003 map competition entry
Map screenshots:
No images are available for: Track Control
unknown
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Re: [map] Track Control
Posted by diablo on Thu Jan 1st at 12:00am 1970

diablo
member
189 posts
29 snarkmarks
Registered: Oct 19th 2002
Location: Melbourne, Australia
Occupation: Guitarist
Posted by diablo on Thu Jan 1st at 12:00am 1970
Good effort with capturing the concept art you chose. I like the idea of turning the electricity on and off, you should make the damage more harmful though
. Good map with good ideas, well done.
diablo
member
189 posts
29 snarkmarks
Registered: Oct 19th 2002
Location: Melbourne, Australia

Occupation: Guitarist
Re: [map] Track Control
Posted by Cash Car Star on Thu Jan 1st at 12:00am 1970

Cash Car Star
member
1260 posts
301 snarkmarks
Registered: Apr 7th 2002
Location: Connecticut (sigh)
Occupation: post-student
Posted by Cash Car Star on Thu Jan 1st at 12:00am 1970
*from my forum post*
<br>
<br>This map had its own style and very interesting brushwork, however I thought it was let down quite a bit by the texture set. Some things just didn't look right, especially the large round rusted things on the track (I'd be more specific, but I can't). What this map DID have, though, is logical interactivity. The switches to turn the track on made sense to me, although I felt the damage was too low and some env_lasers would have added. Likewise, by the Tau, I could tell something would happen to me if I entered that room. There are a few brush errors here, especially by the spiral staircases where you have paper-thin floors and a few HoM's. I felt the map had a good flow from place to place, although the grindingly slow super loud lift will probably be ignored due to the hassle.
Cash Car Star
member
1260 posts
301 snarkmarks
Registered: Apr 7th 2002
Location: Connecticut (sigh)
Occupation: post-student
Re: [map] Track Control
Posted by diablo on Wed Oct 8th at 4:56am 2003

diablo
member
189 posts
29 snarkmarks
Registered: Oct 19th 2002
Location: Melbourne, Australia
Occupation: Guitarist
Posted by diablo on Wed Oct 8th at 4:56am 2003
Good effort with capturing the concept art you chose. I like the idea of turning the electricity on and off, you should make the damage more harmful though
. Good map with good ideas, well done.
diablo
member
189 posts
29 snarkmarks
Registered: Oct 19th 2002
Location: Melbourne, Australia

Occupation: Guitarist
Re: [map] Track Control
Posted by Cash Car Star on Sun Oct 19th at 8:58pm 2003

Cash Car Star
member
1260 posts
301 snarkmarks
Registered: Apr 7th 2002
Location: Connecticut (sigh)
Occupation: post-student
Posted by Cash Car Star on Sun Oct 19th at 8:58pm 2003
*from my forum post*
<br>
<br>This map had its own style and very interesting brushwork, however I thought it was let down quite a bit by the texture set. Some things just didn't look right, especially the large round rusted things on the track (I'd be more specific, but I can't). What this map DID have, though, is logical interactivity. The switches to turn the track on made sense to me, although I felt the damage was too low and some env_lasers would have added. Likewise, by the Tau, I could tell something would happen to me if I entered that room. There are a few brush errors here, especially by the spiral staircases where you have paper-thin floors and a few HoM's. I felt the map had a good flow from place to place, although the grindingly slow super loud lift will probably be ignored due to the hassle.
Cash Car Star
member
1260 posts
301 snarkmarks
Registered: Apr 7th 2002
Location: Connecticut (sigh)
Occupation: post-student
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