Re: [map] Track Control
Posted by diablo on
Sat Jan 1st 2000 at 12:00am
Posted
2000-01-01 12:00am
diablo
member
189 posts
29 snarkmarks
Registered:
Oct 19th 2002
Occupation: Guitarist
Location: Melbourne, Australia
Good effort with capturing the concept art you chose. I like the idea of turning the electricity on and off, you should make the damage more harmful though ;). Good map with good ideas, well done.
Re: [map] Track Control
Posted by Cash Car Star on
Sat Jan 1st 2000 at 12:00am
Posted
2000-01-01 12:00am
1260 posts
345 snarkmarks
Registered:
Apr 7th 2002
Occupation: post-student
Location: Connecticut (sigh)
from my forum post
This map had its own style and very interesting brushwork, however I thought it was let down quite a bit by the texture set. Some things just didn't look right, especially the large round rusted things on the track (I'd be more specific, but I can't). What this map DID have, though, is logical interactivity. The switches to turn the track on made sense to me, although I felt the damage was too low and some env_lasers would have added. Likewise, by the Tau, I could tell something would happen to me if I entered that room. There are a few brush errors here, especially by the spiral staircases where you have paper-thin floors and a few HoM's. I felt the map had a good flow from place to place, although the grindingly slow super loud lift will probably be ignored due to the hassle.
Re: [map] Track Control
Posted by diablo on
Wed Oct 8th 2003 at 4:56am
diablo
member
189 posts
29 snarkmarks
Registered:
Oct 19th 2002
Occupation: Guitarist
Location: Melbourne, Australia
Good effort with capturing the concept art you chose. I like the idea of turning the electricity on and off, you should make the damage more harmful though ;). Good map with good ideas, well done.
Re: [map] Track Control
Posted by Cash Car Star on
Sun Oct 19th 2003 at 8:58pm
1260 posts
345 snarkmarks
Registered:
Apr 7th 2002
Occupation: post-student
Location: Connecticut (sigh)
from my forum post
This map had its own style and very interesting brushwork, however I thought it was let down quite a bit by the texture set. Some things just didn't look right, especially the large round rusted things on the track (I'd be more specific, but I can't). What this map DID have, though, is logical interactivity. The switches to turn the track on made sense to me, although I felt the damage was too low and some env_lasers would have added. Likewise, by the Tau, I could tell something would happen to me if I entered that room. There are a few brush errors here, especially by the spiral staircases where you have paper-thin floors and a few HoM's. I felt the map had a good flow from place to place, although the grindingly slow super loud lift will probably be ignored due to the hassle.