Posted by Sudasana on Tue May 24th 2005 at 2:05am
Just posting on behalf of aidanwriath to say that the final version of dm_laststop is up. You can get it from the main download link, or just click here:
http://www.edgefiles.com/files/19982.html
I'm sure aidanwraith will update the map page when he gets back from England.
Posted by aidanwraith on Wed May 18th 2005 at 2:52am
that's new feedback for the map - i'm glad you put it down, but i'd love some specifics that i can fix.
i dont think there are any dead ends in the map. every room has at least two exits. the hallways are tight to juxtapose against the wide gameplay of the rest of the level and provide a risk factor when getting weapons.
if you can tell me which spawn point was troublesome for your son, i'll fix it.
that's new feedback for the map - i'm glad you put it down, but i'd love some specifics that i can fix.
i dont think there are any dead ends in the map. every room has at least two exits. the hallways are tight to juxtapose against the wide gameplay of the rest of the level and provide a risk factor when getting weapons.
if you can tell me which spawn point was troublesome for your son, i'll fix it.
Posted by Orpheus on Wed May 18th 2005 at 2:32am
I have 3 words that sum this map up. "Many Dead Ends" " SRC="images/smiles/sad.gif">
the connectivity was poor at best. I had no real issues with the lighting in most areas, but noticed a few spots where you could not fire through the hand rails. My son got pinned in one of the spawn points. He said a prop fell on him, pinning him to the wall behind another prop that couldn't be moved enough to allow egress. Doorways and most paths were to narrow for proper DM play. Weapons were plentiful for the size of the map, but poorly placed.
/me rates it in its current form. 5/10
yeah thats a bit high, but I can see something going in this map worth salvaging. assuming the author is capable.
Posted by aidanwraith on Mon May 16th 2005 at 9:56pm
i think you guys could be right about the lighting. i think the valve jail level might be good reference, after some work i'll post some pics, see what you think.
thanks again for the feedback!
(if anyone plays this map with 5-6 people i'd love to know how it holds up.
i think you guys could be right about the lighting. i think the valve jail level might be good reference, after some work i'll post some pics, see what you think.
thanks again for the feedback!
(if anyone plays this map with 5-6 people i'd love to know how it holds up.
Posted by Addicted to Morphine on Mon May 16th 2005 at 8:25pm
No I think they understood that it was a joke and that you like the lighitng. They're saying the lighting isn't great, and that it needs work. And I agree with both CJ and Doc. Good Light variation and placement like Doc described could work wonders for this map (and any map).
Posted by Windows 98 on Mon May 16th 2005 at 5:03pm
I wasn't saying the lighting is bad. Its good. I was just making a joke...
Posted by DrGlass on Mon May 16th 2005 at 7:24am
I've been told (and agree) that a good lighting arangment is to have a strong spot light, like the combine light. Along with very soft wall/ceiling lights to fill in the shadows and then a thrid warm point light, like a fire or flare.
This will set up good contrast so objects and players dont fade into the background. Lighting is very very important, it can make a box room look like a work of art when done well, and can make even the best brush work look flat and lame when done poorly.
Posted by Campaignjunkie on Mon May 16th 2005 at 4:02am
Yeah, if it was really abandoned, no one would pay the electric bill...
But it's not really abandoned, is it? Is there water actually flowing through the pipes? Is the ceiling actually supporting countless tons of pressure from the ground above? Is it warm or cold? Is this a real place?
No, of course not! It's a level, so treat it like one - put in lights so people know where the heck they're going! The whole "dark abandonment" shtick is going to get pretty old within a few minutes of playing. And I agree with more light color variation as well.
Posted by DrGlass on Mon May 16th 2005 at 2:59am
? quote:
Eh. I think the lighting is right for an abandoned subway/train
station. That is if there are ghosts flipping the lights on every
morning.
And if it's abandoned whos paying this electrical bill?

And if it's abandoned whos paying this electrical bill?
you cant have a pitch black map just so its "ultra real"

