Zeromancer by Hugh

Map Rating

  • 0
  • unrated

Map Download

Map Info

Map Description

It's a facility of some sort... with guns lying around. Sounds dangerous. Better kill people in there.

I'm very good at descriptions.

The r_speeds are generally under 800, they get up to 950 or so at one spot.

Discussion

Posted by Hugh on Wed Sep 22nd 2004 at 3:12am
[Author]

I'm glad you liked it Steve, and I don't think the lag came from the map considering that the map's pretty small and there's hardly any entities in it. But I can't tell you definitively so meh. :P 5 or 6 people would be pretty hectic on this map, too... yowzas.
Posted by ministeve on Sat Sep 18th 2004 at 10:00pm

All i can say is, i love this map. it might just be because i kicked everyones asses when we played it (about 5 times now) but i thought the weapons were nicely laid out, architecture was well made and didnt have any clipping problems, and had an overall "balanced" feel. im giving this 8, because the map did seem to have a little bit of lag around it when we had 5-6 people playing, but that mightve just been Jahzels crappy connection.
Posted by hydeph on Sun Sep 5th 2004 at 11:13am

The pipes look cool.
Posted by Hugh on Mon Aug 16th 2004 at 10:50am
[Author]

Map's completed, screenshots aren't updated to reflect the changes but they're fairly minor anyways, mostly doing a bit more for connectivity and doing up the entity placement.
Posted by Hugh on Tue Aug 10th 2004 at 9:09am
[Author]

That implies that the map:

1. Has any theme at all
2. Is good enough to have a decent chance of winning
3. Is good in general :P
4. Is complete
Posted by Campaignjunkie on Tue Aug 10th 2004 at 8:53am

You should have entered this into the competition, you little-!...
Posted by Hugh on Mon Aug 9th 2004 at 11:26am
[Author]

What's this!? Me? Updating!? Egads! Anyway, yeah, updated map + screenshots, took into account most of the critiques, the only one I have yet to implement is the broken hand-rail as I have no experience whatsoever in such matters. And just in case ReNo thinks I'm avoiding his comment about adding something above the ceiling line in that outdoorsy room, that's just because I can't think of anything. :wink:

Connectivity actually exists now thanks to suggestions from Yak_Fighter, I owe him at least a few cookies.
Posted by ReNo on Fri Jul 9th 2004 at 11:33am

Just for clarification, I chose not to comment on the connectivity as I
figured it was obviously work in progress. If I was wrong, then MAKE it
work in progress :razz:
Posted by Hugh on Fri Jul 9th 2004 at 9:44am
[Author]

... lol...

... wow...

That's some good stuff right there Yak, thanks very much! :biggrin:
Posted by Yak_Fighter on Fri Jul 9th 2004 at 8:33am

User posted image

This texture is set to world, which makes it obvious that you vertex manipulated it to an angle because the texture is pointing in that direction. I would change the setting to face then rotate/resize it to line it up with the rest. This way the texture will point upwards instead of 45 degrees to the right.

User posted image

There's a trim on the other side and the wall is symmetrical, so why not have the trim here too?

Now, you've got some serious connectivity issues that would hamper this map severely in dm. I always find it better to get the connectivity down first before working on the big details like lighting and such, because the number of passageways in and out can affect how much r_speeds you have to work with. Because I always want to go overboard with connectivity, I've whipped up some suggestions to improve the flow of this map.

User posted image

Knock out this wall and make it a doorway to another hall section

User posted image

Rip the ceiling off this hallway, make a nice sized ledge off of the left wall, and make a walkway over the existing hall. Connect the left end of this hallway to the doorway from before. The other two exits will be the next two pics

User posted image

punch a hole in this wall for a doorway, but leave the rest. build a staircase behind the wall, and then have the walkway from before connect to this stairway via a small hallway or something

User posted image

create a second level above this area that circles around the sky area. connect this area to the other ledge in the second picture, but be sure to have a visblocker between the rooms to keep r_speeds down

User posted image

fill the pipe area with water. since it's a big dead end with one exit i would suggest throwing in a big gun to make it worth going to. make a doorway off the walkway and build a staircase up to the red door. raise the red door and connect the hallway to the walkway. extend a section of that hall to make a stairway that connects to the new second level area

ta da! its all connected, perhaps too much so, but that's just me jumping off the deep end. hopefully this will help you to come up with better ideas than my quick and crappy one! :biggrin: this map has promise, as it looks rather nice and could have good gameplay, so keep it up