Re: [map] Alpha
Posted by Leperous on
Thu Oct 14th 2004 at 7:11pm
Leperous
Creator of SnarkPit!
member
3382 posts
1635 snarkmarks
Registered:
Aug 21st 2001
Occupation: Lazy student
Location: UK
(Note: This map originally reviewed on 16/2/01)
I must warn you that this is the first map from this author. Although there's a distinct lack of vending machines and sofa prefabs, and texturing gone horrifically wrong, it's a fairly simple affair, with not much that can go wrong with it really. I'll also point out something written in the readme: "If you are using [the map] on a CD in a magazine, that's fine as long as you e-mail me and send me a copy." Nice try :wink:
The map consists of some bland, concrete textured buildings in and around a few small open air courtyards. Most don't serve much of a purpose; for example the one shown in the screenshots at the top has a walkway encircling a floor beneath, that the player is free to enter if they so wish, but there's actually nothing in here (except a small amount of ammo in the form of some shotgun shells and gauss cells) to warrant them coming in, except if they fancy getting mullered by a player above, who's just picked up the 9mmAR and grenades. There's also a small bunker type building in the corner of the map, with a health charger that you can use from the outside. Ooops. There's also an underground tunnel linking one courtyard with a small, underground crate room.
There is one building of interest however; this is made from a large room you can walk straight into from outside, and 2 other small rooms at the side. Again, there's not much in the larger room, it just servers as a portal to the other two. There's a raised walkway at the side, accessible via a ladder round the back of the building, and an absurdly steep flight of curving stairs. The two other rooms consist of an orange tunnel with an RPG, and lasers that turn on/off intermittently, and another with a machine gun emplacement with which you can shoot a target a few feet in front. He likes his yellow & blue lasers, one of the other buildings has a glass tube with some in for some unknown reason.
That's it for describing the map, now onto the game play. I'll just point out the bits that don't work properly first. The laser trap around the RPG doesn't seem to work properly, you can grab it whilst it's still on if you approach it from the right angle. Then, the point in the gun emplacement is that there's a long jump module sitting right in front, so you're meant to be able to shoot anyone who tries to get it- but I guess you can imagine that's not going to happen. The perimeter fence also has barbed wire around the edges, that hurts you when you're outside next to it and you jump which is slightly annoying. But the most annoying aspect of the map is that the doorways are too small- they're just wide enough for you to squeeze through, if you aim yourself correctly or slide along the wall.
Much of the map is set outside, so it was a shame to see that the gauss wasn't included in the map, but thankfully he missed out the hornet gun which usually can be wielded by newbies to wreak havoc on this type of map. However, it is easy for them to just grab the RPG instead (and get full ammo), putting an end to any sniping hopes you once had. The egon is also particularly potent, especially in the crate room, seeing as there's a fair amount of ammo for it. Basically, it does tend to degenerate into a "see who can get the long jump and RPG the fastest" match, although he's tried to stem it with the laser trap, often leading to players camping in that room (just flush them out with some 9mmAR grenades, of which there are several).
R_speeds are slightly high, usually around 600+ mark, but seeing as there isn't any complicated architecture it doesn't seem to cause much slow down. The outdoor lighting is also the right colour for the sky, a dark dusk ambience. Inside it's a bit washed out, bright white on concrete doesn't usually go well.
Methinks he should really have put in some play testing, at least with bots, as there's some problems that could/should have been ironed out. It's not a good DM map, granted, but it's a good first try, and certainly better than my first attempt. I've seen worse from more "experienced" mappers; he should definitely keep trying, as this map shows he has the basics sorted. Now, if he can just get a theme going for his next attempt...
Verdict
It's not an appalling first try, but unworthy as a standard DM map.
Re: [map] Alpha
Posted by Leperous on
Thu Oct 14th 2004 at 7:11pm
Leperous
Creator of SnarkPit!
member
3382 posts
1635 snarkmarks
Registered:
Aug 21st 2001
Occupation: Lazy student
Location: UK
(Note: This map originally reviewed on 16/2/01)
I must warn you that this is the first map from this author. Although there's a distinct lack of vending machines and sofa prefabs, and texturing gone horrifically wrong, it's a fairly simple affair, with not much that can go wrong with it really. I'll also point out something written in the readme: "If you are using [the map] on a CD in a magazine, that's fine as long as you e-mail me and send me a copy." Nice try :wink:
The map consists of some bland, concrete textured buildings in and around a few small open air courtyards. Most don't serve much of a purpose; for example the one shown in the screenshots at the top has a walkway encircling a floor beneath, that the player is free to enter if they so wish, but there's actually nothing in here (except a small amount of ammo in the form of some shotgun shells and gauss cells) to warrant them coming in, except if they fancy getting mullered by a player above, who's just picked up the 9mmAR and grenades. There's also a small bunker type building in the corner of the map, with a health charger that you can use from the outside. Ooops. There's also an underground tunnel linking one courtyard with a small, underground crate room.
There is one building of interest however; this is made from a large room you can walk straight into from outside, and 2 other small rooms at the side. Again, there's not much in the larger room, it just servers as a portal to the other two. There's a raised walkway at the side, accessible via a ladder round the back of the building, and an absurdly steep flight of curving stairs. The two other rooms consist of an orange tunnel with an RPG, and lasers that turn on/off intermittently, and another with a machine gun emplacement with which you can shoot a target a few feet in front. He likes his yellow & blue lasers, one of the other buildings has a glass tube with some in for some unknown reason.
That's it for describing the map, now onto the game play. I'll just point out the bits that don't work properly first. The laser trap around the RPG doesn't seem to work properly, you can grab it whilst it's still on if you approach it from the right angle. Then, the point in the gun emplacement is that there's a long jump module sitting right in front, so you're meant to be able to shoot anyone who tries to get it- but I guess you can imagine that's not going to happen. The perimeter fence also has barbed wire around the edges, that hurts you when you're outside next to it and you jump which is slightly annoying. But the most annoying aspect of the map is that the doorways are too small- they're just wide enough for you to squeeze through, if you aim yourself correctly or slide along the wall.
Much of the map is set outside, so it was a shame to see that the gauss wasn't included in the map, but thankfully he missed out the hornet gun which usually can be wielded by newbies to wreak havoc on this type of map. However, it is easy for them to just grab the RPG instead (and get full ammo), putting an end to any sniping hopes you once had. The egon is also particularly potent, especially in the crate room, seeing as there's a fair amount of ammo for it. Basically, it does tend to degenerate into a "see who can get the long jump and RPG the fastest" match, although he's tried to stem it with the laser trap, often leading to players camping in that room (just flush them out with some 9mmAR grenades, of which there are several).
R_speeds are slightly high, usually around 600+ mark, but seeing as there isn't any complicated architecture it doesn't seem to cause much slow down. The outdoor lighting is also the right colour for the sky, a dark dusk ambience. Inside it's a bit washed out, bright white on concrete doesn't usually go well.
Methinks he should really have put in some play testing, at least with bots, as there's some problems that could/should have been ironed out. It's not a good DM map, granted, but it's a good first try, and certainly better than my first attempt. I've seen worse from more "experienced" mappers; he should definitely keep trying, as this map shows he has the basics sorted. Now, if he can just get a theme going for his next attempt...
Design
It's the right colour outside, but washed out inside. Texturing isn't that good either.
Gameplay
Doors are too small, pointless layout, thankfully no hornet gun though.
Verdict
It's not an appalling first try, but unworthy as a standard DM map.
Pros
this map is his first map
this map is getting there
Design
this map isn't particularly good
Re: [map] Alpha
Posted by Le Chief on
Wed Oct 11th 2006 at 11:57pm
Posted
2006-10-11 11:57pm
2605 posts
937 snarkmarks
Registered:
Jul 28th 2006
Location: Sydney, Australia
Lol another one on the galley of horror.
But evev though what you said I'm still going to download it and compare it to my first map. Pressures on
Re: [map] Alpha
Posted by Le Chief on
Wed Oct 11th 2006 at 11:59pm
Posted
2006-10-11 11:59pm
2605 posts
937 snarkmarks
Registered:
Jul 28th 2006
Location: Sydney, Australia
You know why they are probley downloading it alot. Because you told them not to. lol