Armada by BlisTer

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Map Description

i'd like to see Armada as the representation of the mapping level i have obtained during the years. Objectives and such arent added yet, but architecture and lighting are at 100% qua personal taste. This mean there is still room for good suggestions, coming from you hopefuly... so it would be much appreciated if you downloaded it, had a quick run around and throw me some comments

its not intended as a deathmatch map, so its normal that the map is dark, its supposed to be that way. also if you see nulls that's prolly because your behind the scenes ... i still have to add func_blockplayers etc.. its an interim hl release so that everyone can have a look.

Armada is a nuclear fusion reactor facility, featuring the outside part with entrance, a storage hall, connecting hallways, a control room, a basement infected with a hive and ofcourse the fusion reactor itself

Discussion

Posted by Tracer Bullet on Tue Oct 26th 2004 at 7:40pm

I'm glad I could be of some help. This will be a fun one I think.
BlisTer said:
func_blockplayers, so no worries :wink:
What the hell is a func_blockplayer?? do you mean CLIP brushes?
Posted by BlisTer on Tue Oct 26th 2004 at 1:04pm
[Author]

thx a lot for the input tracer bullet, ill reply to the different comments

*as u see rspeeds are high in the outside part, thats indeed why i left the grond flat, but also other things like nulling the sides of those groundlights for instance, hence i couldnt extrude them.

*for the inside part you indeed struck the place with the highest rspeed peak. i thought about visblockers but they would ruin it a bit im afraid. anyway, there wont be enemies/fights there so, myeah

*the doors are gonna be switch triggered in the final version, so i couldnt bother :wink:

*good point about the silence @ the fusion reactor, ill look around for a good sound

*i'll try a compile with the -dscale

*overall: as mentioned, all the places where you can "go out of the map" or fall, or go in the water, are all gonna be blocked by func_blockplayers, so no worries :wink:
Posted by half-dude on Tue Oct 26th 2004 at 12:49am

Oh sorry, It does look much briter on my montior.
Posted by Orpheus on Tue Oct 26th 2004 at 12:21am

Tracer Bullet said:
^ Why is all the text screwed up in that last post? :wtf:
critiques are not as easy, as people think are they??.. i am always editing them, sometimes scrapping them and redoing them..

my long critiques, should be treasured.. perhaps its my own idiocy making it hard though, so i am not complaining..
Posted by Tracer Bullet on Tue Oct 26th 2004 at 12:09am

^ Why is all the text screwed up in that last post? :wtf:
Posted by Tracer Bullet on Tue Oct 26th 2004 at 12:04am

Some images in this post have been automatically down-sized, click on them to view the full sized versions:So, I?ve had a run-through and?

<A href="http://www.snarkpit.com/pits/tracer%20bullet/armada0000.jpg" target=_blank>User posted image</A>
This is gorgeous. very grand and imposing, exactly the sort of attitude you want to set for the interior which is to come. It?s unfortunate that the ground is so flat, but you can?t really afford the r?s. My only real criticism here is that I think maybe those pillars should taper a bit more before they produce those metal towers.

<A href="http://www.snarkpit.com/pits/tracer%20bullet/armada0001.jpg" target=_blank>User posted image</A>
I think theses lights need to be either recessed or extruded. the just look wrong being totally flush with the ground.

<A href="http://www.snarkpit.com/pits/tracer%20bullet/armada0002.jpg" target=_blank>User posted image</A>
r_speeds are a bit high...

<A href="http://www.snarkpit.com/pits/tracer%20bullet/armada0003.jpg" target=_blank>User posted image</A>
<A href="http://www.snarkpit.com/pits/tracer%20bullet/armada0004.jpg" target=_blank>User posted image</A>
Oops... I fell right out of the map... you really ought to kill the player before something like this can happen.

<A href="http://www.snarkpit.com/pits/tracer%20bullet/armada0005.jpg" target=_blank>User posted image</A>
There are an awful lot of light sources here for not much light... You either need to increase their brightness, or decrease their number to make it look realistic.

<A href="http://www.snarkpit.com/pits/tracer%20bullet/armada0007.jpg" target=_blank>User posted image</A>
Very pretty

<A href="http://www.snarkpit.com/pits/tracer%20bullet/armada0008.jpg" target=_blank>User posted image</A>
Also very pretty, but those r_speeds are killer. Don?t be fooled by that 59 FPS reading. I think it was lying to me because this was a total slide-show for me.

<A href="http://www.snarkpit.com/pits/tracer%20bullet/armada0009.jpg" target=_blank>User posted image</A>
Another place where I ought to be dead.

User posted image
These doors do not open synchronously as they should. Give them both the same name, and then use a trigger_multiple to open them in unison from each side.

User posted image
This ought to make some noise. The silence here was weird.

User posted image
I fell out of the map again?

User posted image
You can walk straight through this wall and right out of the map, and there are many more like it. I guess what I?m saying is that there are large accessible areas that are totally covered in NULL. These ought to be clipped off.

Overall I really like it but there are a few general problems. I know you want it to be dark but I think this is a bit much. Even in areas that were supposed to be bright it felt dark. I suggest you use the ?dscale switch on hlrad to globally adjust the brightness of direct lighting. In this way you can easily brighten up the areas that are supposed to be, but also leave those nice murky corners. The other major beef I have is the r_speeds. You?re really pushing it there, and my computer did not run the level smoothly. Add more visblocking.
Posted by Spartan on Mon Oct 25th 2004 at 11:03pm

Sorry about double post but something screwed up and I couldn't write anything. Anyways I really like this pic above. Most people would complane that it is too dark but I like it because you get a very deep spooky feeling. I will definatly be downloading this SP series. That is something you should be proud of because I only download maps if I think they will really be worth my time.
Posted by Spartan on Mon Oct 25th 2004 at 11:01pm

User posted image
Posted by Tracer Bullet on Mon Oct 25th 2004 at 10:59pm

Very nice. The only thing I don't like is that maybe the supports on the left in the first pic are too thin.
Posted by Spartan on Mon Oct 25th 2004 at 10:32pm

I like it. Although you could improve the lighting some more and add more detail to some of those rooms and hallways. Other than that though I think it looks good.

I really like the 3rd big pic. It reminds me of Doom III.