[map] dm_lostbase

[map] dm_lostbase

Re: [map] dm_lostbase Posted by TheSchwartz on Wed Jan 19th 2005 at 8:22pm
TheSchwartz
30 posts
Posted 2005-01-19 8:22pm
30 posts 63 snarkmarks Registered: Dec 7th 2004 Occupation: Project Lead Process Improvement Location: Denmark
This is a a discussion topic for the map "dm_lostbase" by TheSchwartz which can be found here

Map description:

This is my entry for Valve's dm map contest. I'm not quite satisfied but this was what time allowed me to create. I would have liked more time to get to know the new HL2 features.

It started out as a map for testing the bots in HL 1. I made a simple version of the biggest room in the map and tried it out with different bots. Then I added some more rooms and features. It has been playtested in it's HL1 version and was quite usable for dm, my colleges who tested found it has an exiting layout that creates fast paced action. It has been converted and upgraded with HL2 features. A security room with an overview screen of the two largest rooms in the map has also been added. The layout is that of an abandoned secret base somewhere in a desert environment.

I recommend 6+ players, 12 being the ideal, but I guess 20 players could have a crowdy but good time...

Any comments are appreciated on this map...

Map screenshots:
Loading embedded content: Map #1637
Re: [map] dm_lostbase Posted by Junkyard God on Thu Jan 20th 2005 at 3:48pm
Junkyard God
654 posts
Posted 2005-01-20 3:48pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
At first i though it was verry empty, but when you look closer it's quite nice actualy, it's finaly a map that looks good (hope it plays a sgood) that hasn't got s**t scatered round the map in a frantic atempt to fill up empty spaces.

I like the looks of this map alot :) welldone
Re: [map] dm_lostbase Posted by ReNo on Fri Jan 21st 2005 at 3:13pm
ReNo
5457 posts
Posted 2005-01-21 3:13pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Its not the lack of crap we are complaining about though Bio, its the lack of anything. There are ways to provide detail and interest to a level without having it interfere with gameplay - an open space can still be visually interesting. Even some simple steps such as adding in overlays or texture transitions (there are lots of textures with variations for vertical stacking) to break up the repetition would go a long way. I'm afraid I haven't been playing many custom maps yet so can't comment on gameplay.
Re: [map] dm_lostbase Posted by viper5k on Mon Jan 31st 2005 at 10:31am
viper5k
29 posts
Posted 2005-01-31 10:31am
viper5k
member
29 posts 3 snarkmarks Registered: Jan 17th 2005
Can anyone say?

E M P T Y