I've been meaning to update this for a while now. I'm planning on rebuilding a large chunk of the level on the opposite side of the map from the areas that have been changed in Alpha 1-A. I think it's going to improve gameplay to have that area more open, as it was rarely used before. I'd really like to have a playtest on Alpha 2, if need be I'll run a temporary server on a box at my house, that'll be a last resort though (pings would be horrendous for everyone who's posted in this thread except Orph)
Anyway, stay tuned for Alpha 2 in the next week or so.
Oh yeah, and
Maybe some of the underground corridors turn out to be too small
Snickers, this is probably the smoothest layout I've seen in a HL2DM map to date (except for swamplight, maybe). I believe it can only be improved by extensive playtesting, and even there I only expect minor flow changes or weapon balancing.
Maybe some of the underground corridors turn out to be too small (thin). I bumped my head trying to jump beneath the pipes, it looks as if you could, and with the slowtastic HL2DM walk-speeds jumping is the standard way to move for me. You could also award the player with something nice down there and make sure it's not a mandatory connection.
But you can already feel how thought-out this layout is. I'm looking forward to playing the map with others. If you find a server to run it, please announce it here! I'll try and join.
I took a few days off from mapping, but now I'm back at work on DM_Ozone Alpha 2. Thanks for the comments everyone, especially Capt. P
there are two good landmark area's, the outside area's to be precise, but the rest between these area's still feels like a maze of many small rooms and narrow corridors. I think it makes the map harder to learn than necessary ...
My main focus when working on Alpha 2 is to make the map flow better and to eliminate the really tight restrictive areas.
I also found myself getting annoyed with the narrow/steep staircases: they make quick movement harder than it needs to be.
The stairs that were supported by columns have been widened and moved against the wall.
Especially the lower room inside the half-circular tower
Ohh... super-professional orange room planning. And even from this early, rough screens it looks thought-through and solid.
I'll give it a try sometime!
Posted by Captain P on
Wed Jan 3rd 2007 at 10:20pm
Well, first, I think the map looks fairly generic... :razz:
Nah, I ran through it a few times to get a feeling for the layout and flow of the map. I think it's too complex for it's size: there are two good landmark area's, the outside area's to be precise, but the rest between these area's still feels like a maze of many small rooms and narrow corridors. I think it makes the map harder to learn than necessary, even though keeping the edge area's remarkable works quite well (as wherever else you are, you know you're gonna end up in one of the two edges after some time :razz: ).
I think the lower narrow corridors that run underneath several of the rooms are too risky: players are sitting ducks for combine balls, grenades or just anything else, especially since some of these corridors are vulnerable to the top-side rooms. Movement inside these corridors is limited to a 2D line, not very interesting either. I found many of the area's to be relatively small, combining some into larger area's probably works better: less area's to learn, more focus of action. The outside part with the pulse rifle and crossbow seemed to lack some cover for it's size.
I also found myself getting annoyed with the narrow/steep staircases: they make quick movement harder than it needs to be. Especially the lower room inside the half-circular tower: the stairs are too small and steep, they don't face the entrances and the platform is fenced off, preventing a quick continuation of movement.
All in all, it looks promising: a compact, easy-to-learn map, but it's a bit too fragmented inside and a bit too hard to move around in.