Re: Bloody Ore 2 (working title)
Posted by Victor-933 on
Fri Dec 8th 2006 at 2:27am
128 posts
473 snarkmarks
Registered:
Feb 19th 2006
Occupation: Space Trucker
Location: Space Dallas
The 'Pit has requested it, and their wish has been granted. This is my
third HL2 map. The last two, as you know, failed miserably. This one is
working, however. There's plenty to play around with in this map so far
-- including a valve that floods one of the hallways with scalding
steam and an explosives shack that goes boom.
I'd like some feedback on this map. Most of the players that joined had few complaints.
I'm allergic to tequila, it makes me break out in felonies.
Re: Bloody Ore 2 (working title)
Posted by Crono on
Fri Dec 8th 2006 at 2:44am
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
I haven't downloaded it, but, it looks really barren.
Also, if the main focus is on the tunnels then wouldn't you want to restrict topside travel as much as possible? Maybe make the topside a very minimal branching path to just hint at the surroundings and to add connectivity.
Remember: connectivity is the most important thing when designing a multi-player map. Hopefully you used some restraint, as "death machines" get old rather quickly. I'm not saying remove that type of stuff because it gives flare to a map, but, since TFC's gas chamber it's gotten very gimmicky and becomes "who can get to the controls first" type of game play which is never fun.
Anyway, good luck. I'll run through it later (probably this weekend or a little later) with specifics on what I see and think.
(That shouldn't stop anyone else from doing the same of course)
Blame it on Microsoft, God does.
Re: Bloody Ore 2 (working title)
Posted by Victor-933 on
Fri Dec 8th 2006 at 2:49am
128 posts
473 snarkmarks
Registered:
Feb 19th 2006
Occupation: Space Trucker
Location: Space Dallas
Well I decided that there should at least be some topside travel, but
not too much, because with the AR2 as deadly as it is in the mines you
don't want it easily reachable, and topside seemed the best place to
put it. As for the "death machine".. it's more of a hazard than an
instant-kill device. I guess I described it wrong, but the ENTIRE
hallway doesn't fill up, it just blocks off a part with hot steam that
does a good bit of damage.. more or less an oil slick to throw down
when someone's chasing you, although to duck in the alcove and turn the
valve to activate it might require some fast fingerwork.
As for the barren part, I've been slapping down most of the layout,
then focusing on certain areas to perfect them. On the final
run-through I'll throw all kinds of decals and physprops about to help
make the gravgun a little more useful.
It probably should be noted that I haven't quite perfected the shed
yet; some of the sheets get stuck together and need punting.. I'm
considering tagging them all as debris.
I'm allergic to tequila, it makes me break out in felonies.
Re: Bloody Ore 2 (working title)
Posted by amanderino on
Fri Dec 8th 2006 at 10:52pm
Posted
2006-12-08 10:52pm
205 posts
21 snarkmarks
Registered:
Nov 13th 2006
Location: United States
I downloaded it and played it for about twenty minutes.
I liked a lot of things.
The elevators were nicely done, I liked the atmosphere, and I liked a lot of the lighting in the tunnels.
Now, my list for things I didn't like is more in detail.. mainly because I'm very negative towards things. Don't take any offense, I shoot down my maps all the time even if people say they look good or play well. This being the reason I have not released a map.
The top floor (of the elevator with the chain doors) is desolate.
The tunnel housing the rocket launcher had water in it. That is not a problem BUT the tunnel is so FREAKIN' LONG! Which brings me to the other tunnels, while they do bring the map more atmosphere, they cut into gameplay. However, if you're planning on making this map have about 30 players, it might be alright.
This next part isn't really me complaining, but something I came across. I went to the exploding shed, and blew it up to see the effect. I loved it, but when I blew it up, a piece of the roof remained.. floating. Also, is there a way into the shed without having to blow it up? I might not have spent enough time there to realize if there was. I walked up to the shed doors, couldn't squeeze through.. tossed a grenade in. Perhaps make the doors open a little more, just enough to fit one person at a time.. making the room more of a deathtrap if someone happens to be on the surface waiting..
Overall, though, I think this map has potential. :smile:
Re: Bloody Ore 2 (working title)
Posted by Victor-933 on
Sat Dec 9th 2006 at 1:48am
128 posts
473 snarkmarks
Registered:
Feb 19th 2006
Occupation: Space Trucker
Location: Space Dallas
I'm working on these things.. That floating roof part was where I
forgot to assign the prop_physics the proper name. Also, after some
thinking I decided to make the metal plates actually break, using the
old debris models left over from when those models broke when shot. It
doesn't work 100% of the time, but the fact remains that the plates
disappear after some time. I'm also trying to break up the corridors
some. I thought about making a physprop-blocked tunnel leading directly
to the RPG, and permanently blocking the other two tunnels. The chain
link elevator room.. I'm not sure what to do with it, aside from add a
vent which I probably will do.
I suppose one of my flaws is trying to please everyone -- a mere two
people asked me to expand upon the flooded tunnels which originally
were blocked off by gates, a state I may return them to.
I'm allergic to tequila, it makes me break out in felonies.
Re: Bloody Ore 2 (working title)
Posted by amanderino on
Sat Dec 9th 2006 at 2:11am
205 posts
21 snarkmarks
Registered:
Nov 13th 2006
Location: United States
Hey man, it's your map. Do with it as you please.
I'm just giving my opinion on some things.
How far is the Chain Link Elevator room from the rest of the surface? Maybe you could combine them? That's just a suggestion.
Re: Bloody Ore 2 (working title)
Posted by Victor-933 on
Sat Dec 9th 2006 at 2:13am
128 posts
473 snarkmarks
Registered:
Feb 19th 2006
Occupation: Space Trucker
Location: Space Dallas
It's a good distance, and I would rather not make an open field and have this map bring any computer that runs it to its knees.
I'm allergic to tequila, it makes me break out in felonies.
Re: Bloody Ore 2 (working title)
Posted by amanderino on
Sat Dec 9th 2006 at 2:16am
205 posts
21 snarkmarks
Registered:
Nov 13th 2006
Location: United States
That's what I was afraid of.
I think it'd be a good place for an RPG.. but I like where you have it now more.
Maybe RPG ammo and add a little bit on to the architecture.. add a short hallway or something so it appears to go somewhere?
Or maybe just scrap it? lol.. I don't know what to say about it.
Re: Bloody Ore 2 (working title)
Posted by Juim on
Sat Dec 9th 2006 at 6:48pm
Juim
member
726 posts
386 snarkmarks
Registered:
Feb 14th 2003
Occupation: Motion Picture Grip
Location: Los Angeles
I've learned a lesson or two about long hallways in deathmatch, and I can tell you they are valuable. As it stands in this last screenie, the whole map is almost all hallways, or corridors. You need arena rooms with multiple levels for decent deathmatch gaming. My last map(dm_waterwerx) was ignored by the deathmatch community for being too large and drawn out. No-one could find each other without huge amounts of running around, so it went the way of the do-do bird.(That, and it was not so hot from a technical stand point). If I were you, I would draw a box around the central area of the map, and use that as a guide to eliminate most of the extraneous corridors. Re-connect everything closer to the central hub and see how that layout works.
Re: Bloody Ore 2 (working title)
Posted by Victor-933 on
Sat Dec 9th 2006 at 10:14pm
Posted
2006-12-09 10:14pm
128 posts
473 snarkmarks
Registered:
Feb 19th 2006
Occupation: Space Trucker
Location: Space Dallas
Well.. at the moment I'm going to try linking the main areas with
corridors, and insert a few more rooms.. in my mind, this is how a mine
would look.
I'm allergic to tequila, it makes me break out in felonies.
Re: Bloody Ore 2 (working title)
Posted by Victor-933 on
Sat Dec 9th 2006 at 11:13pm
Posted
2006-12-09 11:13pm
128 posts
473 snarkmarks
Registered:
Feb 19th 2006
Occupation: Space Trucker
Location: Space Dallas
Well.. the people that joined my other playtests never had a problem
with the layout, really. I asked each and every one of them. shrug
I'm allergic to tequila, it makes me break out in felonies.