Re: [map] Deep: Source
Posted by G.Ballblue on Tue Dec 21st at 10:23pm 2004
Wow. I love the atmosphere -- particularly in screen2. However, in screen 2, there's no source for the light.

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Re: [map] Deep: Source
Posted by Forceflow on Tue Dec 21st at 5:12pm 2004
I see lots of throwable objects, which is good. I like the speakers. Make sure that the whole level has the same atmosphere, and you'll be fine.

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Re: [map] Deep: Source
Posted by Tracer Bullet on Thu Dec 23rd at 6:15am 2004
The architecture is very simple, and you really need to spice up those lights. I'd say you should move the light ent a bit further from the ceiling, add a glow effect, and maybe throw in a light_spot.

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Re: [map] Deep: Source
Posted by satchmo on Sat Dec 25th at 6:14pm 2004
The atmosphere is very half-lifish, which is good.
<br>
<br>However, there needs to be a lot more variation on the theme. While keeping the same look-and-feel of the room, you can construct different types of structures and room configurations to keep things from getting stale after a while.
<br>
<br>You probably are already planning the forementioned suggestion, but I want to voice it just in case.
<br>
<br>P.S. Do headcrabs fall out from that hole in the ceiling? If not, wouldn't that be a good idea (to spawn a headcrab at some random interval and watch it fall onto the player's head)? If you are going to implement this idea, keep the player stuck at that spot for a period of time (i.e. whacking away some debris or fighting off some more headcrabs or zombies just around the corner) so the raining headcrab will be a surprise).

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Re: [map] Deep: Source
Posted by SirJim on Mon Jan 10th at 4:03pm 2005
Wow, looks pretty sweet. Like the 'mood' of the place. (was going to say atmosphere but that words already been taken... and well, no one likes a smart arse)
<br>
<br>Looking forward to playing it

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Re: [map] Deep: Source
Posted by satchmo on Sat Mar 19th at 4:22am 2005
Did you abandon this map?

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