Re: [map] Prototype
Posted by diablo on
Wed Nov 5th 2003 at 4:06pm
diablo
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Oct 19th 2002
Occupation: Guitarist
Location: Melbourne, Australia
The main thing that let this map down was architecture errors. You made a great effort capturing the image you chose. Great work.
Re: [map] Prototype
Posted by Loco on
Wed Nov 5th 2003 at 4:06pm
Loco
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Aug 29th 2003
Occupation: Student
Location: UK
Thanks guys. My excuse for the architecture errors? I used a program called "Revolver" which uses a 2d profile and revolves it a round an axis and then generates a .map file. Not great results. I'll fix it when I can be bothered to go back to the file. The other excuse is that I'm just plain lazy!
Re: [map] Prototype
Posted by Cash Car Star on
Wed Nov 5th 2003 at 4:06pm
1260 posts
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Apr 7th 2002
Occupation: post-student
Location: Connecticut (sigh)
from my forum post
This map looks good at first glance, but the nasty slowdown you get in the main room says something's up. It's not the r_speeds, DM_Ominous went twice as highly and still ran smoothly on my comp. So what is it? Tauing around in the main room I see all sorts of brush misalignments, and generally things not meshing well. I'm betting there are all sorts of Leafportal saw into leaf errors, and a few HoM type problems (although I didn't spot any obvious ones). Cleaner brushwork that stays on the grid would help this map out a lot. In terms of gameplay, I found the dead ends and questionable weapon/ammo placement to be irritating. For example, I go all the way down the ramp in the lobby to find nothing but some handgun ammo. That's not cool. The dual Health Chargers seemed a bit excessive and quite probably camperific.
Re: [map] Prototype
Posted by Kampy on
Sat Feb 21st 2004 at 10:01am
Posted
2004-02-21 10:01am
Kampy
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Dec 30th 2003
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Location: Germany
good job transferring it to 3d
Re: [map] Prototype
Posted by Ferret on
Sun Aug 1st 2004 at 9:58pm
Ferret
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Jan 28th 2002
Occupation: Student
I'm rating this a 4 because if you take the time, that map can be an uber scene. Simply redo the lighting to make it more dramatic, and do some NICE sprite effects with env_beams and env_glows and this'll look f'ing sweet.