Posted by JFry on Fri Jul 30th 2004 at 8:44am
Overall it is pretty cool map and I was particularly impressed by the connectivity. Each area flows into the next rather smoothly. The mixture of open outdoors with tight indoor shotgun areas is very well-balanced. My only real gripe is with the lighting indoors. Down in the area with the bottom(top?) of the waterfall I think it is appropriate to be dark and like the ambiance there, however the indoor areas above that are overly dark in my opinion.
Posted by fishy on Wed Jul 28th 2004 at 6:07am
looking good. i'm not sure what ideas/suggestions you guys came up with when you were running the map, so some of this might have been said already.
the only thing that made it look at all iffy, would have been the cartoon sky with the big stars. you can see it's just a big box, and takes away some from the shape of the room that it covers. maybe making it a texlight would help hide the boxiness that it causes. the connection to the rest of the map from that room seemed a little lacking too. even with a perfectly working waterfall, the only other way out that i could find was the spiraly bit, which i found a bit awkward to use. maybe a tele in that area as a 3rd way out?
and then there's the stickies. with that much vertexing, they're bound to show up. the two that i noticed most were the one that A_S pointed out, and the one at the top of the stairs. (the opposite stairs to the ones the satchel is under)
i've not noticed any comments about it being dark, so i'll put that down to my settings.
needs [more?] snarks
all in all though, very nice, and no doubt will get nicer.
agh! turn of the vertex manip. I bet thats like all bocks too
Posted by Gorbachev on Wed Jul 28th 2004 at 5:09am
| ? posted by Crackerjack |
| Fetter I have seen worse.. but thats pretty bad! |
Tah-Dah!

Posted by ReNo on Wed Jul 28th 2004 at 2:43am
Holy crap, we just had a problem finding pile on in a server and didn't come up with that many suggestions / issues. Madness!
But yeah, aside from those problems, excellent map. Connectivity was hampered by the troublesome waterfall, but once thats up and running it should be ok (not wonderful - the bottom of the waterfall is a bit too linear, as its just a wide corridor essentially). Weapon placement was also too sparse, with power weapons being too easy to grab compared to normal guns, but you were gonna work on that anyway. Visually its cool, particularly the beautiful interiors. All in all, its an excellent map. Its looking like this contest is gonna see some wonderful entries!
[addsig]
Posted by 7dk2h4md720ih on Wed Jul 28th 2004 at 2:29am

0. The waterfall is absolutely fantastic. There's an error with the water at the bottom though. Not really sure if it can be fixed it or how you'd go about it.

1. Got stuck down there, after it killing me a few times. I don't suppose there's any way for it to lift you up? I was trying, but maybe I was doing it wrong. The noise that plays in this area is loud enough to be irritating.

2. Not 100% sure why I took this one, but It might have something to do with the bit circled that's poking through.

3. One of the texturing errors I found in the grass. Must be a bitch to texture.

4. Shouldn't that bit in the middle spin too? 'It's a f**king fairytale, thing's don't have to make sense'. The texture on the bits sticking out of the wheel doesn't really look that good.

5. Looks quite messy here. Maybe if you just covered the top triangle with icing it'd be a small improvement? Just noticed the texture on the side of the porch is facing the wrong direction.

6. Getting in this entrance is a hassle. If you just approach it walking, you slow to a crawl. Just needs a little clip brush.

7. You little
. The sprites embedded in the wall move around with
you painfully obviously. I don't know if this was intentional as it's
kind of neat.
8. Small texture error. If you look up, there's a little bit of light bleeding going on under the stairs. (where I found my shiny satchel)

9. Was getting stuck here. Proper stuck.

10. Another little texture error.

11. Would it be feasible to trigger a splish splosh sound when you walk here, and the other pools of water littered about the map? It detracts a little from the experience. You could give it an echoey sound in the crazy areas.

12. Just misaligned textures on these supports.

13. That texture on the tops of the pillars doesn't look good. You could just use the center of one of the tiles on the ground, scaled up a smidge.

14. The ledge I'm standing on here could do with a new texture too. There's a HOM effect going on in the background too. I caught some of the cliff in it to make it more obvious. It appears and disappears, but you can get it to stay whilst crouching.

15. Not sure why I took this. I think it was just to comment on how cool it is.

16. Null the underside of the table and its supports to save some r's. I've become a null nazi after trying everything to drop my map below 1200. It's a really surreal area too. I hope you get the stars and flowers fixed. The flowers look very bright, but this may be another crazy thing of yours. Where is this place supposed to be? Is it just some random enchanted forest? I'd like to see some large toadstools.

17. This hall is dodgy. It could be to do with the fact the hegde looks like it's growing up from tiles. I think the hedge is a little too thin on the right to be believable. The top doesn't seem quite right either.

18. I got stuck here, and while here you can see a HOM effect I tried to capture in the next shot.

19. I didn't get it, but you can even see it when you jump from the ramp. I don't think any players other than those with hawk eyes are likely to spot it.

20. The wooden part in the middle of the screen is very thin. I'd imagine It'd collapse if one were to lean on it. The bookshelf on the roof is neat. I presume all the books are held in with magic, bluetack or magic bluetack?

21. Extremely cool effect. At certain angles, you can see small dark lines in the water.

22. Became stuck here too.

23. The overhang is neat here. The sweet looking hedge ends very abruptly.

24. I'd put something here to signify it's a teleporter, maybe a spinning transparent candy cane? The fish on the texture in the porch just gets cut off. There are a couple of textures going the wrong direction in the arch too.

25. You could null a bunch of those faces. I wasn't paying attention to the r's so it mightn't be necessary.

26. Minute error here involving the hedge texture.
More faces the be possibly nulled:


There appears to be a little triangle floating there doing nothing.

You can see the aprupty ending hedge from on top of the wheel too.



