DM_Timeless

DM_Timeless

Re: DM_Timeless Posted by Stadric on Sun Jul 8th 2007 at 9:15am
Stadric
848 posts
Posted 2007-07-08 9:15am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
Edit: Download fixed. The previous download was missing some textures, now all the important stuff is in there.

This is going to be my submission to Gameflood's big ol' contest. The basic layout and idea are done, what I need now is to know how well it plays, how well the weapons are balanced, and if I need to add anything else, especially in the field of clipping.

The map is fully playable, there are eight or nine spawns, and enough weapons to keep the sane among you happy. I only included the SMG, AR2, 357, pistol, and shotgun, because I thought the larger weapons would be a major disadvantage to whoever didn't have them.
There are plenty of AR2 alternate rounds, because there are a lot of different angles in the debris, so I thought they could prove beneficial, or just fickle.

Again, what I need most is advice on weapon placement and whether or not I should add some alternate paths, or maybe even a basement as another level of gameplay.

Go, play, and then report back here for further instructions. :lol:
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: DM_Timeless Posted by Riven on Tue Jul 10th 2007 at 5:06am
Riven
1640 posts
Posted 2007-07-10 5:06am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Awaiting orders!

Your report sir:

Well, the map looks good. I love the frozen in time theme; what withal the floating destroyed blocks and such. But this map is just a room? Am I missing an entrance or exit? Players can't get back to the top balcony unless they die and respawn.

The gameplay is pretty null. I don't see having very much fun in this map, even if it looks this nice with all the custom textures and stuff.

I would keep an even amount of spawns for team based games.

The AR2 in the window is inaccessible for some reason. Meaning I can't pick it up for whatever reason.

This map needs a cool effect or something. It needs something that moves. Perhaps look to Indiana Jones for inspiration, especially "The Temple of Doom." You could do a recreation of that room with the spikes, that would be cool!

You should probably keep all the weapons on the bottom floor and keep the ammo up top. That would give an incentive to jump down to the bottom, once you were done collecting all the ammo possible from the top.

Overall the map is fairly nicely made, no problem there; it just lacks any interesting gameplay. Did you plan on adding any more areas?
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: DM_Timeless Posted by Yak_Fighter on Tue Jul 10th 2007 at 6:04am
Yak_Fighter
1832 posts
Posted 2007-07-10 6:04am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
I must be really missing something, cause all I saw was a square room with a ledge all around the perimeter and no way back up. If this is the case then the idea that this has a 'layout', needs balancing, or is playable is laughable. This map as constituted is worse than your average killbox.

In addition the frozen-in-time bricks cause some hellacious movement issues, and getting stuck happens constantly. Even if you don't get stuck you still have to really guess where and how to progress through them, and this is very slow and not conducive at all to deathmatch. You would probably be better off putting them out of reach of the players (ie higher up on the walls)

The theme is solid and the custom textures and models are good. However, it helps to put them into an actual map...
Re: DM_Timeless Posted by Le Chief on Sat Jul 21st 2007 at 10:52pm
Le Chief
2605 posts
Posted 2007-07-21 10:52pm
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
You have done a good job at the debre and stuff. In picture 3, the falling debre looks very sexy as does the damage taken by the floor in picture 2. But other than the very realistic looking damage in the map, there is no other detail. You are missing what I don't call 'props' but I will this time. Such as pot plants, rubbish, planks of wood, chairs, crates...... . Now these props are not suited to this map but you get the idea of what a prop is, or what I think one is.

I haven't downloaded the map yet, but when I do, I'll report back to base and report on the weapon placement, Sergent!

Also give us an Idea of the theame of the map and what time period the map is set in.
Aaron's Stuff
Re: DM_Timeless Posted by Stadric on Sun Jul 22nd 2007 at 12:46am
Stadric
848 posts
Posted 2007-07-22 12:46am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
Therein lies the problem, how do you make a map in which time has been stopped that has movable parts?

I've decided to take this map in a different direction, instead of making it for HL2DM, I'm going to move it over to CSS. That way I can focus less on the debris as adding to the gameplay of the map.

The CSS version will be a whole lot bigger, but the theme will stay the same.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: DM_Timeless Posted by Le Chief on Thu Jul 26th 2007 at 11:17am
Le Chief
2605 posts
Posted 2007-07-26 11:17am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Counter-Strike Source? Are you sure about that move. I'm so over Counter Strike very badly and aren't you afraid that this map might get lost in the massive overflow of ccs maps flowing furiously through the interwebz.
Aaron's Stuff
Re: DM_Timeless Posted by Stadric on Fri Jul 27th 2007 at 2:32am
Stadric
848 posts
Posted 2007-07-27 2:32am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
I know people on the interwebs, they will help me. Besides, with the majority of new maps comprising of mostly dev textures, this will be a refreshing change.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying