[map] DM_hothworld BETA

[map] DM_hothworld BETA

Re: [map] DM_hothworld BETA Posted by rowleybob on Sat Jan 6th 2007 at 2:59pm
rowleybob
2 posts
Posted 2007-01-06 2:59pm
2 posts 20 snarkmarks Registered: Mar 5th 2006 Occupation: Hanging in trees and eating...yu Location: USA
This is a a discussion topic for the map "DM_hothworld BETA" by rowleybob which can be found here

Map description:

Based on the Battle Of Hoth From Star Wars: The Empire Strikes Back.

Map screenshots:
Loading embedded content: Map #2806
Re: [map] DM_hothworld BETA Posted by Orpheus on Sun Jan 7th 2007 at 6:57pm
Orpheus
13860 posts
Posted 2007-01-07 6:57pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Even though I have known you a little while, I never really paid any attention to your actual skill level. No offense, I just have been lax of late with regards to recently constructed maps. Anyones maps.

As for this map, Its obviously incomplete, no surprises there but, I notice some uniqueness to it. I especially liked the lasers on the Imperial walkers. The damage is a bit high, since I died twice, just crossing from one doorway to another. Either reduce the damage, or provide a bit more cover.

The layout is a bit mazish. A bit more than I care for, but could be remedied with some specific markers. Arrows or oddly colored lights to distinguish areas from one another.

The hallways. If it takes more than the count of 4 to transverse one, its to long. Shorten it, or again, provide cover. Alcoves work wonders.

The song, lower the volume, lots.

The Millennium Falcon looking ship needs edited for easier accessibility and/or ease of movement. The ceilings are a bit low, and hopping in a DM map, is to be discouraged.

I really cannot say more at this juncture, with but 33% complete, since you obviously have unbuilt plans yet to implement that prolly have nothing to do with anything I noticed.

I will update score, as the map progresses.

[EDIT] BTW, I do not read others replies in advance. I really don't care what they see, or miss. I don't want my observations clouded by their viewpoints. If however, we mention the same things, then they obviously need addressed. If I notice something new, so much the better.
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Re: [map] DM_hothworld BETA Posted by Orpheus on Mon Jan 8th 2007 at 3:19pm
Orpheus
13860 posts
Posted 2007-01-08 3:19pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
You might try posting this in the Maps forums too. Sadly, few visit this area anymore. No guarantee that you'll get much there either, but the odds are better.
Re: [map] DM_hothworld BETA Posted by Forceflow on Fri Jan 12th 2007 at 1:48am
Forceflow
2420 posts
Posted 2007-01-12 1:48am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
It's a map which had a lot of inspiration getting into it. Nice work for the HL1 engine, most of my remarks -> see orph.

Some things should have been made in model-form. The turrets, for example. Aligning blocks like that only causes framedrops (which isn't really an issue with HL1 maps, but still - for good measure :) )