Posted by haymaker on Mon May 7th 2007 at 10:29pm
Yes, all of the above ++. Very nice looking. Performance very good, as a small map should be. My only niggles are from players standpoint. A SLAM ?!! And no mag, to boot?? ayayay.( or did I miss it? I ran around lookin for it...) The false walls left me scratching my head a bit, why don't the pipes just have a grate or debris in them? Similarly, orbs bouncing off the sky is a little unusual. I did like being able to control fall damage from the top level. <br>As for props, I didn't even notice they were there, which is a good thing. The whole thing feels natural and believable, architecture top flight.
Posted by reaper47 on Sun May 6th 2007 at 8:29pm
I had a quick run to see it in action. The phys prop placement is nicely done, yet a bit counterintuitive (hidden in the corners). People spawn with the ggun in their hands so they're hardly an obstacle and hiding them in corners isn't good for the action IMO. <br> <br>I just hear the "avoid the map being to cluttered" argument a little often as an excuse to turn a HL2DM map into a Quake map. So I'm getting tired of it. I've never seen a HL2DM map that has actually been that cluttered by physics props. People are so scared of this that a lot (of the best) maps are very boring physics-wise. <br> <br>Lighting is delicious. Layout is smooth. Brushwork AAA+. It's just a bit irritating that an architect put so much fine detail on the top part only to cover the very raw, industrial bottom. But we already had that


