Posted by Naklajat on Tue May 17th 2005 at 7:36am
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. <br> <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. <br> <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. <br> <br>-Nak <br> <br>PS-I'm usually against CS maps with no objective.
Posted by Promagnum on Tue May 17th 2005 at 1:38am
"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. <br> <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. <br> <br>- Promagnum
"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. <br> <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. <br> <br>- Promagnum
Posted by satchmo on Mon May 16th 2005 at 6:51pm
Looks like another generic maze map, with the potential for good gameplay but lighting that is deplorable. <br> <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.
Posted by ReNo on Mon May 16th 2005 at 4:30pm
"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?


