Re: [map] Plywood (tdm_plywood)
Posted by ReNo on Mon May 16th at 4:30pm 2005
"Flaws that may not exist but eventually will due to hammer's coding"? Thats completely confused me to be honest - what, that isn't wrong with your map now, could be later due to how hammer was coded?

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Re: [map] Plywood (tdm_plywood)
Posted by satchmo on Mon May 16th at 6:51pm 2005
Looks like another generic maze map, with the potential for good gameplay but lighting that is deplorable.
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<br>Change the lighting, and you'll attract a lot more attention to this map. Architecture isn't innovative, but at least it provides a good stalking ground.

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Re: [map] Plywood (tdm_plywood)
Posted by Promagnum on Tue May 17th at 1:38am 2005
"Looks like" ?
<br>satchmo, I'm curious if you even play it before you commented?
<br>Somehow I see this as a necessity before biased judgment.
<br>Everything in the map is intentional, I'm sorry if you do not like it for your personal reasons. But as I posted previously, I didn't make this map for run & gun/spray & prayers, its a tactical map, etc therefore, I'm hoping those who enjoy this type of play enjoy it, that is all.
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<br>Reno,
<br>Don't over analyze that comment please, one of the testers (G346) and myself are strongly familiar with the UE (or UED: Unreal Editor) and the comment is mainly a crack at him as Hammer is adding in a subtracted world where as UE is subtracting in a added world, this causes many, many different problems both when compiling/building and intersecting or carving (potential BSP holes) as hammer refers to it.
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<br>- Promagnum
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Re: [map] Plywood (tdm_plywood)
Posted by Naklajat on Tue May 17th at 7:36am 2005
I gotta admit, when I saw this overview of the map, I was not impressed in the least. But I read the comments and for some reason felt I should give it a try. I started off just looking around the map and found that all of the physics props are semi-translucent when you look at them from the right angle or shine the flashlight on them... thats not a good thing.
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<br>Despite the weird graphics problem I put in some bots and started playing. I was surprised, because to be honest I didn't think it would be very fun. The layout seems better thought out than most custom counterstrike maps I've played. The map isn't much to look at, but its a blast to play.
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<br>My suggestion is to unrelease it and make it look better -fix the translucent props, and make the lighting a little better.
<br>If you want to talk to me about the graphic bug PM me.
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<br>-Nak
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<br>PS-I'm usually against CS maps with no objective.

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