Re: [map] Detention
Posted by diablo on
Thu Oct 2nd 2003 at 10:28am
Posted
2003-10-02 10:28am
diablo
member
189 posts
29 snarkmarks
Registered:
Oct 19th 2002
Occupation: Guitarist
Location: Melbourne, Australia
This map seemed to lack atmosphere, your lighting let you down. A bit repetative, more detail would of helped. Still a good effort to capture the image you chose for the competition. Well done.
Re: [map] Detention
Posted by Cash Car Star on
Thu Oct 2nd 2003 at 10:28am
Posted
2003-10-02 10:28am
1260 posts
345 snarkmarks
Registered:
Apr 7th 2002
Occupation: post-student
Location: Connecticut (sigh)
from my forum post
Checking the piece of concept art chosen, Captain P had no small task. The prison facility from HL2. I'll start off on looks. For this map, I felt they were adequate. A few things felt mis-proportioned, such as the stairs which the player pretty much falls down instead of descending. The checkerboard pattern on the floors made me a little woozy when I had the LJM, and sometimes it was hard to see items on it. Also, the textures felt a little too clean, all in all. Nonetheless, I got a very strong sense of place, and nothing seemed outright not fitting. Given the size of some areas, the R's were very well handled. Onto gameplay. The multi-levels of this thing should make for some killer gameplay. The outside is quite a bit of fun with a Gauss. Unfortunately, there were a few upper ledges that I gaussed to and found absolutely nothing as a reward - the one ledge with a broken, non-sticky ladder under it particularly screams to the player "c'mon over" but there's nothing. Bit of a let down. I liked how you placed the LJM and the RPG. The Egon is even hidden enough that it won't become a massive hinderance to those who hate the thing. I think you went a bit too much with the health and armor, however they will make this map stay fun even with an insane player load. While not a visual masterpiece, I think this map creates a strong enough sense of place and shows just what the proper focus of gameplay over looks can accomplish.
Re: [map] Detention
Posted by diablo on
Wed Oct 8th 2003 at 4:50am
diablo
member
189 posts
29 snarkmarks
Registered:
Oct 19th 2002
Occupation: Guitarist
Location: Melbourne, Australia
This map seemed to lack atmosphere, your lighting let you down. A bit repetative, more detail would of helped. Still a good effort to capture the image you chose for the competition. Well done.
Re: [map] Detention
Posted by Cash Car Star on
Sun Oct 19th 2003 at 8:53pm
1260 posts
345 snarkmarks
Registered:
Apr 7th 2002
Occupation: post-student
Location: Connecticut (sigh)
from my forum post
Checking the piece of concept art chosen, Captain P had no small task. The prison facility from HL2. I'll start off on looks. For this map, I felt they were adequate. A few things felt mis-proportioned, such as the stairs which the player pretty much falls down instead of descending. The checkerboard pattern on the floors made me a little woozy when I had the LJM, and sometimes it was hard to see items on it. Also, the textures felt a little too clean, all in all. Nonetheless, I got a very strong sense of place, and nothing seemed outright not fitting. Given the size of some areas, the R's were very well handled. Onto gameplay. The multi-levels of this thing should make for some killer gameplay. The outside is quite a bit of fun with a Gauss. Unfortunately, there were a few upper ledges that I gaussed to and found absolutely nothing as a reward - the one ledge with a broken, non-sticky ladder under it particularly screams to the player "c'mon over" but there's nothing. Bit of a let down. I liked how you placed the LJM and the RPG. The Egon is even hidden enough that it won't become a massive hinderance to those who hate the thing. I think you went a bit too much with the health and armor, however they will make this map stay fun even with an insane player load. While not a visual masterpiece, I think this map creates a strong enough sense of place and shows just what the proper focus of gameplay over looks can accomplish.