Re: [map] dm_attack_house_tsgk_rc2
Posted by G4MER on
Thu Apr 2nd 2009 at 4:30am
G4MER
floaty snark rage
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Sep 6th 2003
Location: USA
It looks like a rip off of a CSS Orange Map I play on.
Re: [map] dm_attack_house_tsgk_rc2
Posted by haymaker on
Sat Apr 4th 2009 at 8:27am
439 posts
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Apr 1st 2007
Location: CAN
exploding melons yum! Lots of creative ideas in here as usual GTAmIke.
For some reason running thru this I totally ignore the architecture, which I have to say is
pretty rudimentary for anyone that looks. But you've successfully taken the focus off of
that, which is the point of this map in a way. I like that telport chain, I did that once
but nixed it because of vulnerability, but your solution is good. Does 'booster' actually do
anything or is it just hp? Aslo the beachball is prop awesomemess. I like the nade-shield
over the supercharger but it may be overkill.
Crits;... too many func_breakables; one too many narrow hallways it seems; clumsy play
boundaries; can't acess main roof!; performance degrades as map plays on, prob due to
breakables and the portals there; those busted crates work for gameplay but are just a bit
too far-fetched ( wtf is going on outside the wall there ); wierd rainbow graphic anomaly
above nade crate; catatonic feline is creepy; hot tub is useless; window headers screw up
the jump over the sill; matress is useless and laggy; time to ditch that brushwork sig and
make a texture; phys props are inconsistent in behaviour...
I like the creative thought here, but this is way below your last release in terms of
quality. I find css a boring-ass game so i can't comment on the originality either.
Re: [map] dm_attack_house_tsgk_rc2
Posted by G4MER on
Sat Apr 4th 2009 at 10:58pm
Posted
2009-04-04 10:58pm
G4MER
floaty snark rage
member
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Sep 6th 2003
Location: USA
Oh if they ripped your map off, then I am very sorry for making that claim about you.. That is messed up man.. and I am truly sorry for my mistake. I don't like when people steal from others.. for me its like if you were Picasso, and I came along and painted something just like what you had.. that is how I see maps as works of art, and when someone steals your hard work.. I wanna go all HULK on their butts. So if they took from you, your ideas and hard work.. then shame on them and let me redirect my scorn and anger in their direction.
Again sorry for my thin temper.. I just opened my very own game store in El Paso, and had a couple unpleasant surprises.. I have one thing to be happy about though.. today I have been married 17 years! YAY!
Re: [map] dm_attack_house_tsgk_rc2
Posted by G4MER on
Mon Apr 6th 2009 at 10:27pm
Posted
2009-04-06 10:27pm
G4MER
floaty snark rage
member
2460 posts
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Registered:
Sep 6th 2003
Location: USA
Yeah Aaron knows the sound dealio.
Have you checked out any of the Contest Maps yet? You should.. may give you some ideas on how to use sound to make the feel of your map come alive.
Re: [map] dm_attack_house_tsgk_rc2
Posted by Juim on
Sat Apr 11th 2009 at 2:32pm
Juim
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Feb 14th 2003
Occupation: Motion Picture Grip
Location: Los Angeles
Well I had a run around your map this morning and as house style maps go this ones pleasantly amusing, and has quite a bit to offer.(Much to my own suprise).
Your attention to detail is awesome.
The traps and tricks seem very well thought out and executed, but there were two I could'nt figure out. The concrete wall downstairs in the basement. I no-clipped finally to get in there, and pushed the button, and a big wicker hunting hut thingy appeared in the middle of the room????????????.
Also could'nt get in the upstairs shower to retrieve the slam. I did notice my health dropping everytime I hit it with the crowbar though. Nice touch there. If it is an unattainable item, maybe you could put a shower sound in there and some steam or something as well, just for appearance..
Now onto some critz/and a few more suggestions.
Please fix the windows. Getting through them right now is such a chore!
A few anticlimactic spots:
The jacuzzi and the pond outside. Put something in them to justify going into/through them(maybe some expensive ammo, or a tele or something).
Also the fireplace seems like a prime location for some kind of trickery other than burning.
The crates with the crawlspace need some....re-thinking?. They just look bizarre as is.
The rainbow brushes just seem out of place over that wall. I'd seek a way to camofluage them somehow.
And on a personal desire, I'd love to have a jump booster up on that diving board, but thats just me, hehe.
I would also suggest using Haymakers speed ladders in the house.
Your doing great with this one and I think your very close to being done here. Nice job so far.....
Now I have a quick question semi off topic. Did you have to trash your original post at FPS Banana to get you latest version at the top of the list? They don't give you the ability to bump a map post there, and it's quite frustrating?!?%*!