tm_seether by Hugh

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Well, here's a beta of the map, some of the rooms will be darker as they're unfinished. Anyway, enjoy, hopefully. You can't play multi-player yet either since I haven't decided which gameplay route I want to take (objectives like defusing a bomb or just plain-'ol killin'.)

Discussion

Posted by Hugh on Thu Feb 19th 2004 at 5:48am
[Author]

Rightio. I'm gonna guess that room symmetry is bad... not to say that the rooms are clones of each other, but the layout is the same for each.

And I'll get crackin' on some details.
Posted by Failsafe on Thu Feb 19th 2004 at 12:42am

Gollum said:
It's only the first and second screens that look boxy. It may not be practical at this stage to redo the architecture, but you could try breaking up the outline a bit. Try getting some ideas from your favourite custom levels (as long as it's not "Killbox" :wink: ).
Or any other killbox variants (eg. Most custom CS maps)

Hey, the map is looking pretty good so far, but I would change a few things, like adding a few details here and there, make some more vertical play (ladders on those crates will do well), and some lighting tweaks.
Posted by Gollum on Wed Feb 18th 2004 at 11:32pm

It's only the first and second screens that look boxy. It may not be practical at this stage to redo the architecture, but you could try breaking up the outline a bit. Try getting some ideas from your favourite custom levels (as long as it's not "Killbox" :wink: ).
Posted by Pegs on Wed Feb 18th 2004 at 8:08pm

Hugh said:
Pegs: I'll have to get dh_sunken to understand what you're talking about. And I'm not even sure I can release it for criticism, at least not publicly... hopefully private beta-testing will work... especially since they won't know about it... :lol:
Rofl
Posted by Tracer Bullet on Wed Feb 18th 2004 at 7:57pm

Yes I'm talikng about contrast. light_spot is one of the most underused and usefull entities available.
Posted by Hugh on Wed Feb 18th 2004 at 7:53pm
[Author]

Thanks for the comments, here's my responses so hopefully I get more. :biggrin:

Cassius: I agree about the plainness, any cool ideas you're willing to share? :smile:

Tracer Bullet: By dramatic lighting, do you mean more contrast between light and dark?

Gollum: But they're curvy boxes filled with stuff. :wink: Anyway, you have any good ideas on how to implement something like that? Generally, open spaces are frowned upon in TS, but eh, if it looks good, they/I won't care. :smile:

scary_jeff: Wall supports, good idea! There is a rather large and boring expanse of wall. :smile:

Pegs: I'll have to get dh_sunken to understand what you're talking about. And I'm not even sure I can release it for criticism, at least not publicly... hopefully private beta-testing will work... especially since they won't know about it... :lol:
Posted by Pegs on Wed Feb 18th 2004 at 10:22am

nice map there is alot of theme there i would suggest adding a sort of rain thing. E.g. on the windows that are on the cieling make a rain effect on them sort of like the water effect on dh_sunken and maby make a rain sprite for outside this will add your effectness of the theme.

Your second pic looks a bit to much like cs you should try making somthing intersting there (if you have the wpoly) this looks like a fun map to play on aslong as there is lots of explosive weapons :razz:

Overall a nice map

+ you might want to change your map name to tm_seether_beta1 so that when you release it for critisicm you dont release the final version :smile: Although you did mention it was in the beta stage

Anywho Good luck.
Posted by scary_jeff on Wed Feb 18th 2004 at 10:02am

Overall I like it, but for example the second screenshot deffinately needs more detail. I like the vent and girder thing on the ceiling, but I would imagine you have a lot of spare polys with which you could give the room a more interesting structure (wall supports, joists). If it was me, I would try putting in some kind of crane type thing (maybe attatched to the ceiling) in that room - it could have one of the big containers hanging from it and swaying slightly with a func_pendulum. I don't really know anything about The Specialists, so I can't say anything about the gameplay. Good luck for the competition :smile:
Posted by Gollum on Wed Feb 18th 2004 at 9:13am

Some nice touches - like the fades on the lights - but fairly dull architecture. The shapes aren't interesting enough (look like boxes filled with stuff).
Posted by Tracer Bullet on Wed Feb 18th 2004 at 2:28am

The last pic is by far the best, but you definatly need more dramtic lighting even there.