Exodus by Trapt

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Map Info

Map Description

I thought I'd challenge myself, and try to make a map based in Ravenholm.

Still needs a LOT of work done, but I feel it is good enough to show.

Lighting is not in any ways too dark for DM, as it has been tested.

Please, feel free to comment. Every comment will eventually help the map to be as good as it can.

:)

For more high-res screenies, head here: http://thejuice.hollosite.com/trapt/even_more_newer/

Discussion

Posted by RabidMonkey777 on Sun Mar 26th 2006 at 9:25am

Tis dead
Posted by habboi on Wed Apr 13th 2005 at 4:34pm

This map has been online for ages and I have hardly seen any progress :(

Care to share with us why?

It still looks great and I would love to see it finished.
The hanging body on a tree is easy and would make your map more Ravenholmish if that is what you are aiming for :)
Posted by satchmo on Sat Dec 25th 2004 at 1:25am

For a setting like Ravenholm, the walls of the buildings are too perfect in your map. Add some holes and toppled walls (with loose bricks or torn fences) to your map, and they should make your map more interesting. In addition, this will also address the "blockiness" issue others have raised. Go for the total dilapidated look!

Furthermore, you can make these walls interactive. Some of them are barely supported by some rotten wooden sticks. And once these remaining support are destroyed, half of the building will come crashing down on whoever is nearby (like a booby trap).

The lighting and texturing are great, so you won't have to do anything to those anymore. What about more bodies (and body parts)? You already have some dead zombies and barrel debris around, but a little more gore in Ravenholm seems more appropriate (I loved the hanging torso from the tree at the beginning of the level).
Posted by Mephs on Wed Dec 22nd 2004 at 8:14am

Looks pretty damn nice, Trapt. Gives me something to look forward to.
  • showers Trapt in praise.
Posted by Trapt on Tue Dec 21st 2004 at 2:10am
[Author]

Interestingly enough, that was the area I was going to map. It stood out in my mind when I thought about Ravenholm, so I thought it would be an interesting addition to map, only slightly modified for layout reasons.
Posted by 7dk2h4md720ih on Mon Dec 20th 2004 at 5:17pm

This is what I meant, rather than curves:

http://img65.exs.cx/my.php?loc=img65&image=d1town0100001sa.jpg

:)
Posted by Trapt on Mon Dec 20th 2004 at 5:45am
[Author]

Whilst I do agree with you that it is rather angular, I do invite you to play through Ravenholm again and look for some curves.

:)

I will try and perhaps make things not so angular, but I am about to map a nice large area, and it should make up for the rest of the map's angularness.
Posted by 7dk2h4md720ih on Mon Dec 20th 2004 at 5:31am

Very, very nice. You've captured the Ravenholm atmosphere pretty well.

The map strikes me as too angular and comes across as rather unnatural. It's hard to get out of the HL mindset of building everything at 90 degrees, but the map would be complete if some of the streets and buildings weren't so fond of the grid.
Posted by Trapt on Mon Dec 20th 2004 at 5:23am
[Author]

Hehe, it really wasn't ready for beta testing, but I just wanted to see how the lighting was (if it was too dark for dm)

The bugs we noticed will be fixed, but I am a bit lazy at the moment. Might do it tomorrow. :)
Posted by RabidMonkey777 on Mon Dec 20th 2004 at 5:14am

I hope you've added weapons since we beta-tested and fixed the tree-glitch and made those windows breakable, otherwise, it was great fun.