[map] dm_underground
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Quote
Re: [map] dm_underground
Posted by SparkyX on Sat Jan 15th at 10:27am 2005



This is a a discussion topic for the map "dm_underground" by SparkyX which can be found here

Map description:

This map is based on one of the secret labs in FarCry. 90% of the map are indoors and 10% are outdoors. This was my first map that was released to the public.

3rd January 2005 - The map is finally done, and it's available to download.

14th January 2005 - New download link is now up! Download it here --> <A HREF="http://halflife2.filefront.com/file/HalfLi...round_Map;35616" TARGET="_blank">http://halflife2.filefront.com/file/HalfLi...round_Map;35616</A>

Other link: <A HREF="http://up1.fastuploads.info/dm_underground.zip" TARGET="_blank">http://up1.fastuploads.info/dm_underground.zip</A>

Map screenshots:

Screenshots for: dm_underground




Quote
Re: [map] dm_underground
Posted by Yak_Fighter on Sat Jan 15th at 10:27am 2005


When I loaded this map I was astounded by my surroundings. I was looking at a small concrete hallway with a few pipes for detail and I was getting 25 FPS. A quick look with mat_wireframe showed that I could see the entire map from where I was standing, and that vis was obviously not run. That right there spells this map's doom. <br> <br>Aside from that, we've got a below average but workable layout, prop-filled rooms that have almost no architectural design, weak texturing, and probably some other problems I didn't bother looking for. There was some good variety in the map's setting, going from outdoors industrial to indoors labs to sewer-like tunnels, but it's really all for naught. If the author cares so little about his map that he'd release it without properly compiling it, then the players should care little about playing it. It's as simple as that.<br /><br /><b>Verdict</b><br /><br />There's a reason VIS is included as a compile step



Quote
Re: [map] dm_underground
Posted by Yak_Fighter on Sat Jan 15th at 10:27am 2005


When I loaded this map I was astounded by my surroundings. I was looking at a small concrete hallway with a few pipes for detail and I was getting 25 FPS. A quick look with mat_wireframe showed that I could see the entire map from where I was standing, and that vis was obviously not run. That right there spells this map's doom. <br> <br>Aside from that, we've got a below average but workable layout, prop-filled rooms that have almost no architectural design, weak texturing, and probably some other problems I didn't bother looking for. There was some good variety in the map's setting, going from outdoors industrial to indoors labs to sewer-like tunnels, but it's really all for naught. If the author cares so little about his map that he'd release it without properly compiling it, then the players should care little about playing it. It's as simple as that.

Design


Gameplay


Verdict
There's a reason VIS is included as a compile step

Pros
There is some nice variety in themes

Design
VIS wasn't run





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