Re: [map] killboxdm
Posted by Andrei on Sat Dec 18th at 3:28am 2004
Dear God, where to start? First off, the title contains the word "killbox", and that says a lot. Ok, so the first things one notices when playing a map for the first time is the architecture and the general look of the area in which he spawns. All I can say is that the author has gained mondo-brownie points for not forgetting to run vrad. Vrad seems to be so un-popular amongst killbox mappers nowadays... moving on - the architecture is painfully basic, practically consisting of a large hollow cube wrapped in an ugly texture (that nearly gave me a seizure when I ran the map for the first time), some suspended platforms and some catwalks which levitate in a manner that would make most swamis die of envy. Prop placement consists in a whole bunch of randomly placed barrels in the middle of the floor. In spite of the fact that I just tore this poor fellow?s map apart like a dead deer in a pack of rabid coyotes, I have to admit that I liked the use of the point_spotlight entities. They give the map a little color; something to distract you from the ugliness of the walls, you know. But only for a few moments.
<br>The gameplay, which is supposedly the ?strongpoint? of any killbox is fairly straight-forward and by all means identical to the one of every other killbox ever made. You know the drill: run around shooting randomly while trying to snatch the more powerful weapons. And that?s about it. There?s barely any cover around other than the catwalks and the platforms themselves. Oh, and the explosive barrels, although you're better-off in the open than hiding behind one of those.
<br>Sadly, nothing more can be said about this map as it really doesn't stand-out in any way. Killboxdm is condemned to being just another name on the never ending list of <5 maps.
<br>And lastly, a word of advice: don't post killboxes and don't post testmaps. Don't post your first maps either.<br /><br /><b>Verdict</b><br /><br />It's a standard-issue killbox. Need I say more?

Andrei
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Re: [map] killboxdm
Posted by omegaslayer on Sat Dec 18th at 4:34am 2004
Putting a kill box map here is just asking for trouble bud. Maps that are generally prased are maps that are good looking, and generally take longer than 2 hours to make, just read the other kill box map comments, youll see how much people her "enjoyed" it.

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Re: [map] killboxdm
Posted by Jinx on Sat Dec 18th at 4:43am 2004
Good for learning, yes, but don't expect much positive feedback on something like this. Mappers hate killboxes.

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Re: [map] killboxdm
Posted by Orpheus on Sat Dec 18th at 5:43am 2004
I reflect jinxy, practice, even on a killbox is OK, but do not release it. there will come a time when you will regret it i promise.
<br>
<br>i would rather recommend that you chose something you know intimately, say a valve HL1 made map and remake it.. you may not ever chose to release it, but a basis is established for you to draw upon.
<br>
<br>my first release was doom II entryway.. everyone who played it, recognizes it. it sux, but its recognizable.

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Re: [map] killboxdm
Posted by Nasty on Sun Dec 19th at 9:30pm 2004
Hey the map is what its name discribes.
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Re: [map] killboxdm
Posted by TMA-2 on Mon Dec 20th at 11:39am 2004
Killboxes are crap, and most people here could make their own if they ever felt the need for one (not likely). That said, it's slightly better than the other killboxes just because it's not fullbright. But I still can't imagine having fun with it when there are so many more maps with architecture more complicated than a cube.

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Re: [map] killboxdm
Posted by Mantra on Tue Jan 18th at 12:56am 2005
I think its possible to make a killbox interesting and fun, i just havent seen one yet. It doesnt have to actually be a box, Y not mess around with the shape a bit. If its going to be one room then u could make a massively complex room with lots of physics driven anomilies.Glass, wood, metal and lots of breakable stuff.
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Re: [map] killboxdm
Posted by Rambo_6 on Fri May 20th at 1:46am 2005
You could have at least made the room look nice... There are no decals, and it seems all the walls are grey. By the look of it you made this map in about 10 seconds.
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Re: [map] killboxdm
Posted by Andrei on Sat Dec 18th at 3:28am 2004
Dear God, where to start? First off, the title contains the word "killbox", and that says a lot. Ok, so the first things one notices when playing a map for the first time is the architecture and the general look of the area in which he spawns. All I can say is that the author has gained mondo-brownie points for not forgetting to run vrad. Vrad seems to be so un-popular amongst killbox mappers nowadays... moving on - the architecture is painfully basic, practically consisting of a large hollow cube wrapped in an ugly texture (that nearly gave me a seizure when I ran the map for the first time), some suspended platforms and some catwalks which levitate in a manner that would make most swamis die of envy. Prop placement consists in a whole bunch of randomly placed barrels in the middle of the floor. In spite of the fact that I just tore this poor fellow?s map apart like a dead deer in a pack of rabid coyotes, I have to admit that I liked the use of the point_spotlight entities. They give the map a little color; something to distract you from the ugliness of the walls, you know. But only for a few moments.
<br>The gameplay, which is supposedly the ?strongpoint? of any killbox is fairly straight-forward and by all means identical to the one of every other killbox ever made. You know the drill: run around shooting randomly while trying to snatch the more powerful weapons. And that?s about it. There?s barely any cover around other than the catwalks and the platforms themselves. Oh, and the explosive barrels, although you're better-off in the open than hiding behind one of those.
<br>Sadly, nothing more can be said about this map as it really doesn't stand-out in any way. Killboxdm is condemned to being just another name on the never ending list of <5 maps.
<br>And lastly, a word of advice: don't post killboxes and don't post testmaps. Don't post your first maps either.
Design
Gameplay
Verdict
It's a standard-issue killbox. Need I say more?
Pros
Erm...the use of vrad?
Design
Extremely simplistic burshwork, boring gameplay, poor prop placement ("those bloody barrels!").

Andrei
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