Haha.
Posted by 7dk2h4md720ih on Fri Jul 9th 2004 at 1:20am

You can see this isn't touching the wall.

That pipe goes nowhere and the texture on the black thing on the of the green box is dodgy.

Nice area, but you shouldn't be able to see the skybox outside the gate like that.

Guess.
Cool wee map. Some inspired creativity, but the connectivity was lacking.
Posted by 7dk2h4md720ih on Fri Jul 9th 2004 at 1:05am
That type of sand texture in 11 is totally unsuited to the environment. I'm going to have a run around now. I like the look of it.
Posted by ReNo on Fri Jul 9th 2004 at 12:46am
No problem mate, my pleasure. I thought that hole looked deeper than 8 units...but maybe my tutorial was just inaccurate
[addsig]
Well, I'm gonna respond to some of your points anyway. ![]()
1. Very good idea, I knew something had to be there but couldn't think of any way to still have it connected.
2. I'm thinking about removing that pipe to allow for some form of alternate route for midgets, but if I don't, pipe trim it is.
5. The lighting looks different (read: better) on mine, even after I changed it... egads. But eh, if you were referring to the center lights, it's because whoever added 'em was underbudget + had no creative eye + but knew something had to be there.
9. That's indeed unfinished, I basically just threw on the roof so I wouldn't have a leak and compiled. ![]()
10. Haha, you spotted me ripping off Echo, I mean, erm, influenced by it...
(and Elixir, for that matter)
11. I was just following your tutorial that said 8 units looks good ![]()
Thanks for the critique, I appreciate it!
(especially after running out of ideas on fixing 'er up.)
Posted by ReNo on Thu Jul 8th 2004 at 2:55pm
Ok mate, all of these are crappy little niggles and suggestions - the map is cool as is and if you just finished up the layout without taking on any of the things below it would be a good level regardless. But anyway, here are some things you may wanna consider...

1. For detail, the handrail helps, but I feel its in the way of the flow of the level. With the LJ you could jump up to this ledge from the walkway if there was no handrail. Perhaps have a bit broken so there is a section you can jump up?

2. Maybe give this pipe some trims where it meets the wall?

3. Nice looking ladder, much better than the default texture based one.

4. How about some stuff above the ceiling line?

5. These spotlights are a bit feeble, makes you wonder why whoever built this place bothered putting them in

6. That texture transition just doesn't look right
To be honest, I
doubt that upper texture will look right just sat on top of anything,
yet its use on the upper floors is nice, which causes a bit of a
dilemma. Regardless, the bottom texture really sucks 
7. How about making those lights hanging? You could then put stuff on them for people to gauss jump upto or whatever, like in stalkyard.

8. Some of the best use of the standard HL office textures I've seen, looks good.

9. Still to recieve work I trust? The whole office feels unfinished due to its lack of connectivity (though so does the industrial bit I guess!) so I'm sure this is one of your in progress exits.

10. Have you been playing Echo?

11. Doesn't feel *quite* right running over this and not falling in. I'd make the concrete thinner so the hole isn't as deep, then it won't be so obvious you're floating.

12. Save yourself some w_poly by making the sides of these lights null textured. Nobody is likely the notice that the light is just a single face, and it reduces at least 4 poly per light. There are a few other situations you could do the same around the level no doubt.
As you can see, no major suggestions. I like the map, it reminds me a lot of my old level Elixir, though yours is definately more polished. Good job with it, keep it up, I look foward to seeing what you do to link it all together better.
[addsig]
Posted by ReNo on Thu Jul 8th 2004 at 1:14pm
It didn't even work then actually orph
I managed to get it working
by going the the directory the file is in and taking a link however,
I'll be testing the map today [addsig]
Why do you mock me so!? The link worked for me which is why I was confuzled.
Posted by Orpheus on Wed Jul 7th 2004 at 11:04pm
everyone knows, geocities links must be copy/pasted to function
It works for me... maybe try using the Save Target As? (If you're using IE)

