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Re: [map] BTU Disposal Complex
Posted by Fluke on Sat May 28th at 1:54am 2005
This is a a discussion topic for the map "BTU Disposal Complex" by Fluke which can be found here
Map description:
This is a theme map for our Clan Blunt Trauma Unit that has received a lot of nice comments. It's a dark eerie dead complex a complex once used when BTU was formed. A complex we used to dispose of our fallen enemies. At one time it housed an Acid pit for disposal of our victims. As the building was closing down the pit was decommishoned and filled with water. The only remaining evidence of BTU's work is the meat hook hanging over the pit. The map contains many other rooms, such as a bar, garage, computer room, generator room and one functional door with goodie behind it. It's a fun tight map and I think people will like it. I made the map trying to maintain good fps but not strip all the eye candy. Stay tuned for some other maps.
Map screenshots:
No images are available for: BTU Disposal Complex

Fluke
member
18 posts
12 snarkmarks
Registered: Jan 12th 2005
Location: Canada
Occupation: Networking
Posted by Fluke on Sat May 28th at 1:54am 2005
This is a a discussion topic for the map "BTU Disposal Complex" by Fluke which can be found here
Map description:
This is a theme map for our Clan Blunt Trauma Unit that has received a lot of nice comments. It's a dark eerie dead complex a complex once used when BTU was formed. A complex we used to dispose of our fallen enemies. At one time it housed an Acid pit for disposal of our victims. As the building was closing down the pit was decommishoned and filled with water. The only remaining evidence of BTU's work is the meat hook hanging over the pit. The map contains many other rooms, such as a bar, garage, computer room, generator room and one functional door with goodie behind it. It's a fun tight map and I think people will like it. I made the map trying to maintain good fps but not strip all the eye candy. Stay tuned for some other maps.
Map screenshots:
No images are available for: BTU Disposal Complex
Fluke
member
18 posts
12 snarkmarks
Registered: Jan 12th 2005
Location: Canada

Occupation: Networking
Re: [map] BTU Disposal Complex
Posted by Myrk- on Sat May 28th at 11:59am 2005

Myrk-
member
2299 posts
385 snarkmarks
Registered: Feb 12th 2002
Location: Plymouth, UK
Occupation: CAD & Graphics Technician
Posted by Myrk- on Sat May 28th at 11:59am 2005
No offense, but this is just looks like a prop warehouse...
Myrk-
member
2299 posts
385 snarkmarks
Registered: Feb 12th 2002
Location: Plymouth, UK

Occupation: CAD & Graphics Technician
Re: [map] BTU Disposal Complex
Posted by Fluke on Sat May 28th at 1:55am 2005

Fluke
member
18 posts
12 snarkmarks
Registered: Jan 12th 2005
Location: Canada
Occupation: Networking
Posted by Fluke on Sat May 28th at 1:55am 2005
There are some small glitches with sound that I will eventually get fixed. Nothing that affects playability.
Fluke
member
18 posts
12 snarkmarks
Registered: Jan 12th 2005
Location: Canada

Occupation: Networking
Re: [map] BTU Disposal Complex
Posted by MacDGuy on Sat May 28th at 8:48am 2005
Posted by MacDGuy on Sat May 28th at 8:48am 2005
That map rocks, i see you found snarkpit Fluke.
MacDGuy
member
8 posts
1 snarkmarks
Registered: May 11th 2005
Location: USA
Occupation: Web designer.
member
8 posts
1 snarkmarks
Registered: May 11th 2005
Location: USA

Occupation: Web designer.
Re: [map] BTU Disposal Complex
Posted by habboi on Sat May 28th at 5:13pm 2005
Posted by habboi on Sat May 28th at 5:13pm 2005
I quite like but the last screenshot just no!
Re: [map] BTU Disposal Complex
Posted by Addicted to Morphine on Sun May 29th at 1:33am 2005
Posted by Addicted to Morphine on Sun May 29th at 1:33am 2005
I downloaded it and gave it a runaround and to be honest it was better than I had expected based on your screenshots. The central room has a lot of promise, involving the water pit and the metal walkways above. If the rest of the map had this kind of gameplay/environment as opposed to simple rooms with props and long hallways full of doors which you mostly can't open... then you would be doing fairly well.
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<br>It looks like you put a lot of time and effort into this map, but the two levels of long hallways and boxy rooms full of props don't make for very interesting gameplay.
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<br>The level is also very very dark in many places, and within the first 30 seconds I had to change the server setting to allow flashlights. There was one room in particular with a desk and a yellow hanging light that was pitch black except for some strange glow sprite with no source. The room with the single red light and gas pumps was also very dark, as was many of the side rooms off of the hallways. If this map was run on a server with flashlights disabled it would be almost unplayable.
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<br>I appreciate the fact that the map is cubemapped and you included some ambient sounds.
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<br>You made a good attempt at making each prop fit in the room you put it in, but in the end, aside from your central room to some extent, there isn't anything interesting in terms of world brushes and architecture. If you were to remove the props from every room you wouldn't be left with much. Mostly rectangular rooms connected through the hallway or small crawl spaces.
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<br>As for weapon and item placement there seemed to be a lot of health lying around, too much in fact. But I liked how the crossbow and RPG were in hard to reach and high-risk places, although I wish you had put them in seperate locations. I can see your desire to turn the central room into a hotspot and true nexus for the map, but I just think you could benefit from adding more areas like the center one, and spread the action out and lure people to different locations with the two better weapons in the game. This would help improve flow. Right now I would only see myself moving to the outer corridors to stock up on health before returning to the main room to try to get my hands on the crossbow (the small size of all the rooms and the corridors make the RPG seem a little silly. I can't imagine firing the rocket in many places without killing myself in the process.
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<br>Lighting, aside from being too dark, consisted of fairly simple light entities. I think you could benefit from experimenting with light_spots and point_spotlights to supplement your regular light entities. The lighting is just functional and fairly boring at this point... much room for improvement.
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<br>The map played well on my computer, but like I said before there wasn't much taxing it in terms of geometry.
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<br>I've never rated a map yet at the SnarkPit and it looks like this will be my first. I definitely don't think it deserves an 8, as that doesn't leave much room for all the better maps out there.
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<br>If you focused on improving the lighting and the world geometry, as well as the flow with alterations to the layout and weapon placement, I think this map would be much better. Unfortunately these things are (obviously) very important aspects of a map so I'm giving the map a 4. There is obviously a lot of room for you to improve score wise, and this reflects the untapped potential I see in this map. Rely less on props and more on geometry and interesting gameplay. Right now aside from the main room everything would be a horizontal battle.
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<br>Please don't be offended by this response. You say in your profile: "I don't like BS, I know what's good and whats bad and not afraid to say it." I'm just trying to offer you the same.
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