Morbid

Morbid

Re: Morbid Posted by KornyBizkit on Mon Jan 10th 2005 at 11:16pm
KornyBizkit
17 posts
Posted 2005-01-10 11:16pm
Re: Morbid Posted by Cassius on Tue Jan 11th 2005 at 12:06am
Cassius
1989 posts
Posted 2005-01-11 12:06am
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1989 posts 238 snarkmarks Registered: Aug 24th 2001
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
ReNo
5457 posts
Posted 2005-01-11 12:08am
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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 Sacuni on Tue Jan 11th 2005 at 12:14am
Sacuni
2 posts
Posted 2005-01-11 12:14am
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One of the best maps i've seen so far :-)
Re: Morbid Posted by Crackerjack on Tue Jan 11th 2005 at 12:25am
Crackerjack
264 posts
Posted 2005-01-11 12:25am
264 posts 126 snarkmarks Registered: 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
Cassius
1989 posts
Posted 2005-01-11 12:27am
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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
115 posts
Posted 2005-01-11 2:58am
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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
Vassago5kft
39 posts
Posted 2005-01-11 3:16am
39 posts 14 snarkmarks Registered: 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 Orpheus on Tue Jan 11th 2005 at 12:37pm
Orpheus
13860 posts
Posted 2005-01-11 12:37pm
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Nice.. very nice.
Re: Morbid Posted by WatchDog on Fri Jan 14th 2005 at 4:01am
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43 posts
Posted 2005-01-14 4:01am
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Looks just like ravenholm
Re: Morbid Posted by Junkyard God on Fri Jan 14th 2005 at 4:31pm
Junkyard God
654 posts
Posted 2005-01-14 4:31pm
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Top class m8, realy good :) i'll defenatly play this when i get my new pc ^^
Re: Morbid Posted by Joe-Bob on Sat Jan 15th 2005 at 2:56am
Joe-Bob
180 posts
Posted 2005-01-15 2:56am
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180 posts 77 snarkmarks Registered: Dec 3rd 2004
I know you put a final version out, but it's extremely easy to
gravity-gun jump behind one of the houses and into the scenery. I
could even see someone stacking crates and climbing in without too much
trouble.

User posted image
Re: Morbid Posted by Leperous on Sat Jan 15th 2005 at 10:17am
Leperous
3382 posts
Posted 2005-01-15 10:17am
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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
52 posts
Posted 2005-01-15 2:13pm
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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
KornyBizkit
17 posts
Posted 2005-01-15 5:41pm
17 posts 62 snarkmarks Registered: 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
SmeTskE
11 posts
Posted 2005-01-16 12:13am
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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
Mikee
39 posts
Posted 2005-01-17 6:17am
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39 posts 4 snarkmarks 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 Inflatable on Mon Jan 17th 2005 at 3:31pm
Inflatable
11 posts
Posted 2005-01-17 3:31pm
11 posts 1 snarkmarks Registered: Dec 18th 2004 Location: Netherlands
Very nice map, very good fps everywhere, good job! I Love the RL-room trap aswell.. ;)

I agree with Vassago5kft on the lightning.. And maybe you can add some sounds to the map, like a RL-room soundtrigger or somethings.. Adds even more atmosphere to the map..
Re: Morbid Posted by Fjorn on Mon Jan 17th 2005 at 7:18pm
Fjorn
250 posts
Posted 2005-01-17 7:18pm
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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
Inflatable
11 posts
Posted 2005-01-17 7:36pm
11 posts 1 snarkmarks 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
KornyBizkit
17 posts
Posted 2005-01-17 9:53pm
17 posts 62 snarkmarks Registered: 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
W01f
20 posts
Posted 2005-01-18 10:26am
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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
782 posts
Posted 2005-01-18 6:11pm
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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 Mikee on Wed Jan 19th 2005 at 6:52pm
Mikee
39 posts
Posted 2005-01-19 6:52pm
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39 posts 4 snarkmarks Registered: Sep 12th 2003
I said this on the Steam forums about your map, and it bears saying here again for all the mappers to read.

This is one of the best large server maps for several reasons.

1) It has a 8-9 MB bsp downloadable file size, so it won't empty the large busy servers that are the ones that need to run it. Same with dm_insurrection.

2) It has excellent connectivity, and a natural flow direction that you should go. One you need a place out of a bad firefight area to quickly "exit stage left," there is always a place to get away. Very important mapping concept. The only suggestion I would make is to widen some of the inside areas to give a bit more room. Most are ok though.

3) Weapons and items placement is very good to excellent.

4) The trap is clever and innovative, and easy to reset (as opposed to a map like dm_ravenholmlake which I posted about on the Steam forums), yet not incapacitating....but it really should have a gas off button from the inside. In any case, it adds a lot of a "WOW" factor to the map.

5) There are enough large areas, and divided sections to make it challenging and interesting as this shot illustrates:

http://www.kain-9.com/images/dm_morbid0000.jpg

6) I could see having a couple of areas with a second story looking out for XBow/.357 sniping.

I have been running this map for about 5 days, and there are still 1-2 comments at the end of the mapcycle, where people say "Nooooo" because they don't want it to end!!
Re: Morbid Posted by Leperous on Wed Jan 19th 2005 at 11:21pm
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Posted 2005-01-19 11:21pm
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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
Mikee
39 posts
Posted 2005-01-22 8:11am
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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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4 posts
Posted 2005-01-30 5:22am
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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
Aphrophyre
2 posts
Posted 2005-02-21 6:19pm
2 posts 0 snarkmarks 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
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2077 posts
Posted 2005-02-24 5:13pm
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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
KornyBizkit
17 posts
Posted 2005-02-25 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 rs6 on Sun Mar 6th 2005 at 2:46am
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640 posts
Posted 2005-03-06 2:46am
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Good looking map....bad gameplay.

I was also able to jump into the sky box :)
Re: Morbid Posted by Yak_Fighter on Wed Mar 9th 2005 at 9:12pm
Yak_Fighter
1832 posts
Posted 2005-03-09 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.

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
Yak_Fighter
1832 posts
Posted 2005-03-09 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 Goat64 on Sat Mar 12th 2005 at 7:54pm
Goat64
13 posts
Posted 2005-03-12 7:54pm
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member
13 posts 1 snarkmarks Registered: Feb 22nd 2005 Occupation: Student Location: England
Could you put it in a zip file for those of us that dont have winrar
thanks ;)
Re: Morbid Posted by moonracer1313 on Thu May 19th 2005 at 6:35am
moonracer1313
33 posts
Posted 2005-05-19 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
milkshake
65 posts
Posted 2005-12-13 7:30pm
65 posts 370 snarkmarks Registered: Mar 14th 2005 Occupation: Home Location: Norway
Yeah! its fun to copy.. .
Re: Morbid Posted by MJ on Tue Jun 27th 2006 at 1:55am
MJ
80 posts
Posted 2006-06-27 1:55am
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Lol ^