Zeromancer by Hugh

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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 Fri Jul 9th 2004 at 7:23am
[Author]

Haha. :smile: Yeah, I noticed the last one right after I uploaded it... yes, must do something about that connectivity... perhaps hire some migrant workers to finish it for me! :wink:
Posted by 7dk2h4md720ih on Fri Jul 9th 2004 at 1:20am

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You can see this isn't touching the wall.

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That pipe goes nowhere and the texture on the black thing on the of the green box is dodgy.

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Nice area, but you shouldn't be able to see the skybox outside the gate like that.

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Guess.

Cool wee map. Some inspired creativity, but the connectivity was lacking.
Posted by 7dk2h4md720ih on Fri Jul 9th 2004 at 1:05am

That type of sand texture in 11 is totally unsuited to the environment.
I'm going to have a run around now. I like the look of it. :smile:
Posted by ReNo on Fri Jul 9th 2004 at 12:46am

No problem mate, my pleasure. I thought that hole looked deeper than 8 units...but maybe my tutorial was just inaccurate :biggrin:
Posted by Hugh on Thu Jul 8th 2004 at 10:46pm
[Author]

Well, I'm gonna respond to some of your points anyway. :smile:

1. Very good idea, I knew something had to be there but couldn't think of any way to still have it connected.

2. I'm thinking about removing that pipe to allow for some form of alternate route for midgets, but if I don't, pipe trim it is.

5. The lighting looks different (read: better) on mine, even after I changed it... egads. But eh, if you were referring to the center lights, it's because whoever added 'em was underbudget + had no creative eye + but knew something had to be there.

9. That's indeed unfinished, I basically just threw on the roof so I wouldn't have a leak and compiled. :biggrin:

10. Haha, you spotted me ripping off Echo, I mean, erm, influenced by it... :wink: (and Elixir, for that matter)

11. I was just following your tutorial that said 8 units looks good :wink:

Thanks for the critique, I appreciate it! :biggrin: (especially after running out of ideas on fixing 'er up.)
Posted by ReNo on Thu Jul 8th 2004 at 2:55pm

Ok mate, all of these are crappy little niggles and suggestions - the
map is cool as is and if you just finished up the layout without taking
on any of the things below it would be a good level regardless. But
anyway, here are some things you may wanna consider...

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1. For detail, the handrail helps, but I feel its in the way of the
flow of the level. With the LJ you could jump up to this ledge from the
walkway if there was no handrail. Perhaps have a bit broken so there is
a section you can jump up?

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2. Maybe give this pipe some trims where it meets the wall?

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3. Nice looking ladder, much better than the default texture based one.

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4. How about some stuff above the ceiling line?

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5. These spotlights are a bit feeble, makes you wonder why whoever built this place bothered putting them in :smile:

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6. That texture transition just doesn't look right :sad: To be honest, I
doubt that upper texture will look right just sat on top of anything,
yet its use on the upper floors is nice, which causes a bit of a
dilemma. Regardless, the bottom texture really sucks :razz:

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7. How about making those lights hanging? You could then put stuff on
them for people to gauss jump upto or whatever, like in stalkyard.

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8. Some of the best use of the standard HL office textures I've seen, looks good.

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9. Still to recieve work I trust? The whole office feels unfinished due
to its lack of connectivity (though so does the industrial bit I
guess!) so I'm sure this is one of your in progress exits.

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10. Have you been playing Echo? :razz:

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11. Doesn't feel quite right running over this and not falling in.
I'd make the concrete thinner so the hole isn't as deep, then it won't
be so obvious you're floating.

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12. Save yourself some w_poly by making the sides of these lights null
textured. Nobody is likely the notice that the light is just a single
face, and it reduces at least 4 poly per light. There are a few other
situations you could do the same around the level no doubt.

As you can see, no major suggestions. I like the map, it reminds me a
lot of my old level Elixir, though yours is definately more polished.
Good job with it, keep it up, I look foward to seeing what you do to
link it all together better.
Posted by ReNo on Thu Jul 8th 2004 at 1:14pm

It didn't even work then actually orph :sad: I managed to get it working
by going the the directory the file is in and taking a link however,
I'll be testing the map today :smile:
Posted by Hugh on Thu Jul 8th 2004 at 3:08am
[Author]

Why do you mock me so!? The link worked for me which is why I was confuzled. :smile:
Posted by Orpheus on Wed Jul 7th 2004 at 11:04pm

everyone knows, geocities links must be copy/pasted to function :lol:
Posted by Hugh on Wed Jul 7th 2004 at 10:51pm
[Author]

:sad: It works for me... maybe try using the Save Target As? (If you're using IE)