Re: Morbid
Posted by Cassius on
Tue Jan 11th 2005 at 12:06am
Posted
2005-01-11 12:06am
Cassius
member
1989 posts
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Lookin' good. Don't have any real criticism to suggest. I'd say that out of all the maps I've seen so far, this is the most likely to win the contest, because it has a theme that is not only solid and well executed but also dead-on to a portion of HL2SP.
Re: Morbid
Posted by ReNo on
Tue Jan 11th 2005 at 12:08am
Posted
2005-01-11 12:08am
ReNo
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Occupation: Level Designer
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Indeed that is looking quite lovely. Lighting works very well with your architecture if you ask me :smile:
Re: Morbid
Posted by Crackerjack on
Tue Jan 11th 2005 at 12:25am
Posted
2005-01-11 12:25am
264 posts
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Feb 28th 2003
Location: DC
Agreed im eager to play.. but it seems to be missing the umph in the screenies.. but i hope it is in gameplay cause this is nice.
Re: Morbid
Posted by Cassius on
Tue Jan 11th 2005 at 12:27am
Posted
2005-01-11 12:27am
Cassius
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Aug 24th 2001
I would have said 'empty', but I realize that isn't the appropriate term, because the lack of objects everywhere does not make the map worse. I would almost call it minimalism. It's about the level of complexity of the current official maps.
Re: Morbid
Posted by Perin on
Tue Jan 11th 2005 at 2:58am
Perin
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Location: Canada
Final product turned out nice Warfle. Glad we could help eachother out during this competition. Best of luck to you.
Thank you, again...
-Tyler Perin
Re: Morbid
Posted by Vassago5kft on
Tue Jan 11th 2005 at 3:16am
39 posts
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Nov 24th 2004
Occupation: 3D Artist, 5000ft Inc
Location: Reno, NV, USA
The brush work looks really nice. I think the overall ambient lighting is a big too bright though. It's making your spotlights get really washed out. If you bring the overall brightness down a few notches, I think it'd look a lot better.
Re: Morbid
Posted by WatchDog on
Fri Jan 14th 2005 at 4:01am
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Location: Australia
Looks just like ravenholm
Re: Morbid
Posted by Leperous on
Sat Jan 15th 2005 at 10:17am
Posted
2005-01-15 10:17am
Leperous
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Why are those windows pink? Looks like a buildcubemaps is needed...
Re: Morbid
Posted by SVIN on
Sat Jan 15th 2005 at 2:13pm
SVIN
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Jan 10th 2005
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Location: sweden
It looks like that place with much zombies in hl2 (think its named ravenholm) and thats the best part of hl2 great work keep it up
Re: Morbid
Posted by KornyBizkit on
Sat Jan 15th 2005 at 5:41pm
17 posts
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Apr 8th 2004
Location: USA
good question, theyre not pink for me.
Re: Morbid
Posted by SmeTskE on
Sun Jan 16th 2005 at 12:13am
Posted
2005-01-16 12:13am
11 posts
11 snarkmarks
Registered:
Jan 2nd 2005
Occupation: Mapper
Location: Belgium
It's a bug with the Source engine when you ALT-TAB outside the game,
some textures look pink :smile: I had it a couple of times before too.
Nothing to worry about imho.
Looks pretty nice too!! Keep it up
GrTz
Re: Morbid
Posted by Mikee on
Mon Jan 17th 2005 at 6:17am
39 posts
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Registered:
Sep 12th 2003
WoW....this is really an excellent map. I started running it on my [K-9] Kibbles and Bits! HL2 TDM 16 person server, and people love playing it. It is one of the few larger maps that runs great without any lag even in a full 16 person server. That is also one of the best traps I have ever seen in any map.
Congratulations! I made a new topic post about the map on the steam forums.
Re: Morbid
Posted by Fjorn on
Mon Jan 17th 2005 at 7:18pm
Fjorn
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Like the map so far, but you need to fix the download link.
Re: Morbid
Posted by Inflatable on
Mon Jan 17th 2005 at 7:36pm
11 posts
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Registered:
Dec 18th 2004
Location: Netherlands
Very nice map.. Could be a winner of the contest indeed, because it fits in with the 2 official maps using parts of the SP etc..
It plays very well, good fps everywhere etc.. I think there's enough items arround aswell, lots is hanging on walls etc, but maybe a little bit more props here and there could add to the atomphere.. And I do really miss ambiant sounds, this map is silent everywhere.. For example in RL-room (I love the firetrap) he could have used a sound-trigger like the one in dm_lockdown etc..
Add ambiant sounds, and we have a winner!!
Re: Morbid
Posted by KornyBizkit on
Mon Jan 17th 2005 at 9:53pm
17 posts
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Apr 8th 2004
Location: USA
If you're using firefox, the download link will load into your browser in ascii form or something. try using IE instead.
Re: Morbid
Posted by W01f on
Tue Jan 18th 2005 at 10:26am
Posted
2005-01-18 10:26am
20 posts
12 snarkmarks
Registered:
Dec 19th 2004
Location: Canada
Looked beautiful. Definately professional looking, and comparable to the actual ravenholm level in HL2 SP. However, it lacked creativity, which is something we haven't seen much of yet in the mapping community. 4/5
The layout seemed pretty solid overall, though there was one area that was just a big long line from point A to point B. Perhaps needs a bit more connectivity in certain areas, but overall it's good. (-1 point ) 4/5
On my geforce 5500fx, the frame rate was flawless. Great job with optimisation. No one should have any trouble at all with performance. 5/5
Lack of sound/atmosphere! This was a huge letdown, as my mind was just exploding with ideas for how to fill the map with cool sounds, especially considering the nature of the theme. Sure it's just a DM map so that's not so important, but it's the overall package that makes really great maps stand out from the rest. 1/5
Overall, a great map that will definately stay on my hard drive. A couple faults, but still a great map nonetheless. Overall: 14/20 = 7/10
I can't wait to see what this guys next map.
Re: Morbid
Posted by habboi on
Tue Jan 18th 2005 at 6:11pm
habboi
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This is a very good map but i request something:
You made a corridor with gas coming out and if you shoot it then it cathces fire and it looked cool and i request that you make a tutorial on how to make it please!
Re: Morbid
Posted by Leperous on
Wed Jan 19th 2005 at 11:21pm
Posted
2005-01-19 11:21pm
Leperous
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I agree, the outdoor areas look absolutely excellent. However some work is needed on the interiors and connectivity, and on getting some sound effects in there. And way too many explosives imho...
Re: Morbid
Posted by Mikee on
Sat Jan 22nd 2005 at 8:11am
39 posts
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Registered:
Sep 12th 2003
I couldn't disagree with Yak's review more. The connectivity is not bad at all. I say that because there is always a way to get away from a firefight, and each area has 3-4 places to go.
Having run it on my 16 person server, people absolutely love playing it. Never once have I seen the server empty when it comes up.
It is one of the few large maps that does not lag the server with a full 16 people. Yes, some of the passages are too cramped, but that has a relatively minor impact on gameplay.
There may be some places where you can go outside the map, and snipe...but I can't imagine many people wanting to bother doing that for fun. Those areas should be clipped off in any case.
This is by far one of the 2 or 3 most popular maps on my server.
Re: Morbid
Posted by G$ on
Sun Jan 30th 2005 at 5:22am
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Dec 11th 2004
Occupation: Student
Location: Canada
It looks absolutely fantastic! I love the lighting--better than Valve in some places. I love the gas leak trap--wicked stuff!
Re: Morbid
Posted by Aphrophyre on
Mon Feb 21st 2005 at 6:19pm
2 posts
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Registered:
Feb 21st 2005
The slam needs to be added to this map now. It would fit in quite well.
Re: Morbid
Posted by satchmo on
Thu Feb 24th 2005 at 5:13pm
satchmo
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Nov 24th 2004
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Hmm, I tried to download it, but I got a "The requested URL /warfle/files/dm_morbid.rar was not found on this server." message.
Re: Morbid
Posted by KornyBizkit on
Fri Feb 25th 2005 at 2:18am
17 posts
62 snarkmarks
Registered:
Apr 8th 2004
Location: USA
Yes, sorry. In relation to the oktagone outage that downed plenty of mod sites, I lost the hosting of the download link. It will be back up shortly.
Re: Morbid
Posted by Yak_Fighter on
Wed Mar 9th 2005 at 9:12pm
1832 posts
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Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
I have played this map multiple times with different player loads and skill levels and each time I have come to the same conclusion: this map is very boring to play and not fun at all. The problem lies almost entirely with its layout. The map has two and a half main areas, a recreation of the opening area of Ravenholm (from the singleplayer game, you know?), a hilly courtyard area that looks even better than some of Valve's work, and a small area that houses the RPG and its trap. Each of these sections has a grand total of TWO paths connecting them to the others, giving the map a circular layout. Wherever you spawn you only have three choices, take passageway one, take passageway two, or camp. This type of layout works only for 1v1 or 4 player LAN maps, and usually those are small maps. This map is way too big for any of that and it takes far too long to trudge around the map to find anybody before falling asleep, even in an 8 player game.
To add insult to injury the connecting passageways are very cramped, long, and have annoying narrow doorways. There's almost no way in certain spots to do any dodging and usually combat comes down to whoever can throw a buzzsaw first. In addition there are dead ends everywhere, and of course most of the good weapons and health are found in them. These dead ends are all very easily camped and it's very tempting to just sit in there and wait for people to come to you. This just causes the already slow gameplay to come to a crawl.
This is all very unfortunate, because it pulls off the Ravenholm theme perfectly and is very easy on the eyes. The lighting, texturing, and architecture come together to give this map some beautiful visuals. It has a palpable sense of realism that is rarely seen in deathmatch maps and it's really fun to just stop and take a look around every once in a while. There is good attention to detail, with breakable windows and wood supports, saws hanging on the walls or lodged in the nearby tree, a natural gas trap for the RPG, tasteful usage of overlays... I could go on. FPS performance was very high as well (I averaged in the 80s) but that leads me to wonder why exactly more buildings weren't enterable and why there weren't more passages between sections.
The author needs to take a close look at what makes deathmatch maps fun: a proper layout with good connectivity and flow.
Design
Gameplay
Verdict
Terrible connectivity ruins a beautiful map.
Pros
moody atmosphere, great attention to detail, realistic architecture, lots of sawblades
Design
A circular layout with poor connectivity and flow leads to a boring, bland game.
Re: Morbid
Posted by Yak_Fighter on
Wed Mar 9th 2005 at 9:12pm
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
I have played this map multiple times with different player loads and skill levels and each time I have come to the same conclusion: this map is very boring to play and not fun at all. The problem lies almost entirely with its layout. The map has two and a half main areas, a recreation of the opening area of Ravenholm (from the singleplayer game, you know?), a hilly courtyard area that looks even better than some of Valve's work, and a small area that houses the RPG and its trap. Each of these sections has a grand total of TWO paths connecting them to the others, giving the map a circular layout. Wherever you spawn you only have three choices, take passageway one, take passageway two, or camp. This type of layout works only for 1v1 or 4 player LAN maps, and usually those are small maps. This map is way too big for any of that and it takes far too long to trudge around the map to find anybody before falling asleep, even in an 8 player game.
To add insult to injury the connecting passageways are very cramped, long, and have annoying narrow doorways. There's almost no way in certain spots to do any dodging and usually combat comes down to whoever can throw a buzzsaw first. In addition there are dead ends everywhere, and of course most of the good weapons and health are found in them. These dead ends are all very easily camped and it's very tempting to just sit in there and wait for people to come to you. This just causes the already slow gameplay to come to a crawl.
This is all very unfortunate, because it pulls off the Ravenholm theme perfectly and is very easy on the eyes. The lighting, texturing, and architecture come together to give this map some beautiful visuals. It has a palpable sense of realism that is rarely seen in deathmatch maps and it's really fun to just stop and take a look around every once in a while. There is good attention to detail, with breakable windows and wood supports, saws hanging on the walls or lodged in the nearby tree, a natural gas trap for the RPG, tasteful usage of overlays... I could go on. FPS performance was very high as well (I averaged in the 80s) but that leads me to wonder why exactly more buildings weren't enterable and why there weren't more passages between sections.
The author needs to take a close look at what makes deathmatch maps fun: a proper layout with good connectivity and flow.
Verdict
Terrible connectivity ruins a beautiful map.
Re: Morbid
Posted by moonracer1313 on
Thu May 19th 2005 at 6:35am
33 posts
13 snarkmarks
Registered:
May 7th 2005
Occupation: salsa packer
A very nice looking map. I have to agree with the comment that there are too many explosives though. One of the better DM maps based on a HL2 map that I've seen so far.
Re: Morbid
Posted by milkshake on
Tue Dec 13th 2005 at 7:30pm
65 posts
370 snarkmarks
Registered:
Mar 14th 2005
Occupation: Home
Location: Norway
Yeah! its fun to copy.. .