[map] killboxdm

[map] killboxdm

Re: [map] killboxdm Posted by EvilEricCartman on Sat Dec 18th 2004 at 3:28am
Posted 2004-12-18 3:28am
1 post 10 snarkmarks Registered: Dec 11th 2004 Occupation: Network Engineer Location: USA
This is a a discussion topic for the map "killboxdm" by EvilEricCartman which can be found here

Map description:

I know... another lame ass killbox map. Well, I'm new to mapping and got in the spirit from watching my roommate, who is currently working on Gasworks. I figured I would start off with an easy map to keep me from getting discouraged and introduce me to the mapping world. I kept the map geometrically the same, added some extra goodies to take advantage of HL2's physics and lighting.

Map screenshots:
Loading embedded content: Map #1438
Re: [map] killboxdm Posted by Andrei on Sat Dec 18th 2004 at 3:28am
Andrei
2455 posts
Posted 2004-12-18 3:28am
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Dear God, where to start? First off, the title contains the word "killbox", and that says a lot. Ok, so the first things one notices when playing a map for the first time is the architecture and the general look of the area in which he spawns. All I can say is that the author has gained mondo-brownie points for not forgetting to run vrad. Vrad seems to be so un-popular amongst killbox mappers nowadays... moving on - the architecture is painfully basic, practically consisting of a large hollow cube wrapped in an ugly texture (that nearly gave me a seizure when I ran the map for the first time), some suspended platforms and some catwalks which levitate in a manner that would make most swamis die of envy. Prop placement consists in a whole bunch of randomly placed barrels in the middle of the floor. In spite of the fact that I just tore this poor fellow?s map apart like a dead deer in a pack of rabid coyotes, I have to admit that I liked the use of the point_spotlight entities. They give the map a little color; something to distract you from the ugliness of the walls, you know. But only for a few moments.
The gameplay, which is supposedly the ?strongpoint? of any killbox is fairly straight-forward and by all means identical to the one of every other killbox ever made. You know the drill: run around shooting randomly while trying to snatch the more powerful weapons. And that?s about it. There?s barely any cover around other than the catwalks and the platforms themselves. Oh, and the explosive barrels, although you're better-off in the open than hiding behind one of those.
Sadly, nothing more can be said about this map as it really doesn't stand-out in any way. Killboxdm is condemned to being just another name on the never ending list of <5 maps.
And lastly, a word of advice: don't post killboxes and don't post testmaps. Don't post your first maps either.

Verdict

It's a standard-issue killbox. Need I say more?
Re: [map] killboxdm Posted by Andrei on Sat Dec 18th 2004 at 3:28am
Andrei
2455 posts
Posted 2004-12-18 3:28am
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Dear God, where to start? First off, the title contains the word "killbox", and that says a lot. Ok, so the first things one notices when playing a map for the first time is the architecture and the general look of the area in which he spawns. All I can say is that the author has gained mondo-brownie points for not forgetting to run vrad. Vrad seems to be so un-popular amongst killbox mappers nowadays... moving on - the architecture is painfully basic, practically consisting of a large hollow cube wrapped in an ugly texture (that nearly gave me a seizure when I ran the map for the first time), some suspended platforms and some catwalks which levitate in a manner that would make most swamis die of envy. Prop placement consists in a whole bunch of randomly placed barrels in the middle of the floor. In spite of the fact that I just tore this poor fellow?s map apart like a dead deer in a pack of rabid coyotes, I have to admit that I liked the use of the point_spotlight entities. They give the map a little color; something to distract you from the ugliness of the walls, you know. But only for a few moments.
The gameplay, which is supposedly the ?strongpoint? of any killbox is fairly straight-forward and by all means identical to the one of every other killbox ever made. You know the drill: run around shooting randomly while trying to snatch the more powerful weapons. And that?s about it. There?s barely any cover around other than the catwalks and the platforms themselves. Oh, and the explosive barrels, although you're better-off in the open than hiding behind one of those.
Sadly, nothing more can be said about this map as it really doesn't stand-out in any way. Killboxdm is condemned to being just another name on the never ending list of <5 maps.
And lastly, a word of advice: don't post killboxes and don't post testmaps. Don't post your first maps either.

Design

Gameplay

Verdict
It's a standard-issue killbox. Need I say more?

Pros
Erm...the use of vrad?

Design
Extremely simplistic burshwork, boring gameplay, poor prop placement ("those bloody barrels!").
Re: [map] killboxdm Posted by omegaslayer on Sat Dec 18th 2004 at 4:34am
omegaslayer
2481 posts
Posted 2004-12-18 4:34am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Putting a kill box map here is just asking for trouble bud. Maps that are generally prased are maps that are good looking, and generally take longer than 2 hours to make, just read the other kill box map comments, youll see how much people her "enjoyed" it.
Re: [map] killboxdm Posted by Jinx on Sat Dec 18th 2004 at 4:43am
Jinx
874 posts
Posted 2004-12-18 4:43am
Jinx
member
874 posts 692 snarkmarks Registered: Nov 27th 2002 Location: Ohio
Good for learning, yes, but don't expect much positive feedback on something like this. Mappers hate killboxes.
Re: [map] killboxdm Posted by Orpheus on Sat Dec 18th 2004 at 5:43am
Orpheus
13860 posts
Posted 2004-12-18 5:43am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
I reflect jinxy, practice, even on a killbox is OK, but do not release it. there will come a time when you will regret it i promise.

i would rather recommend that you chose something you know intimately, say a valve HL1 made map and remake it.. you may not ever chose to release it, but a basis is established for you to draw upon.

my first release was doom II entryway.. everyone who played it, recognizes it. it sux, but its recognizable.
Re: [map] killboxdm Posted by Jahzel on Sat Dec 18th 2004 at 4:50pm
Jahzel
47 posts
Posted 2004-12-18 4:50pm
Jahzel
member
47 posts 5 snarkmarks Registered: Oct 8th 2004 Occupation: Student Location: UK
...god.
Re: [map] killboxdm Posted by Nasty on Sun Dec 19th 2004 at 9:30pm
Nasty
4 posts
Posted 2004-12-19 9:30pm
Nasty
member
4 posts 10 snarkmarks Registered: Dec 17th 2004 Occupation: Student Location: Netherlands
Hey the map is what its name discribes.
Re: [map] killboxdm Posted by TMA-2 on Mon Dec 20th 2004 at 11:39am
TMA-2
26 posts
Posted 2004-12-20 11:39am
TMA-2
member
26 posts 13 snarkmarks Registered: Dec 10th 2004 Occupation: Student Location: U.S.
Killboxes are crap, and most people here could make their own if they ever felt the need for one (not likely). That said, it's slightly better than the other killboxes just because it's not fullbright. But I still can't imagine having fun with it when there are so many more maps with architecture more complicated than a cube.
Re: [map] killboxdm Posted by Mantra on Tue Jan 18th 2005 at 12:56am
Mantra
3 posts
Posted 2005-01-18 12:56am
Mantra
member
3 posts 0 snarkmarks Registered: Jan 18th 2005 Occupation: na Location: USA
I think its possible to make a killbox interesting and fun, i just havent seen one yet. It doesnt have to actually be a box, Y not mess around with the shape a bit. If its going to be one room then u could make a massively complex room with lots of physics driven anomilies.Glass, wood, metal and lots of breakable stuff.
Re: [map] killboxdm Posted by Rambo_6 on Fri May 20th 2005 at 1:46am
Rambo_6
11 posts
Posted 2005-05-20 1:46am
Rambo_6
member
11 posts 1 snarkmarks Registered: May 19th 2005 Occupation: shell station worker Location: canada
You could have at least made the room look nice... There are no decals, and it seems all the walls are grey. By the look of it you made this map in about 10 seconds.