[map] dm_prisoner

[map] dm_prisoner

Re: [map] dm_prisoner Posted by Clarky on Wed Mar 9th 2005 at 5:47pm
Clarky
4 posts
Posted 2005-03-09 5:47pm
Clarky
member
4 posts 20 snarkmarks Registered: Mar 9th 2005 Occupation: Student Location: England
This is a a discussion topic for the map "dm_prisoner" by Clarky which can be found here

Map description:

first of all.. Hi, new member :)

A classic rendition of the prisoner map from halo, ported for HLDM, there is a large display screen at the top of the map, and of course the general style has changed with the better technology and shiny mapping, but I hope those downloading it find the geometry to be faithful to the origional, which was my main concern making the map, getting it as close to the origional layout, which is what made it such a great MP map for halo in the first place.

Map screenshots:
Loading embedded content: Map #1855
Re: [map] dm_prisoner Posted by ReNo on Wed Mar 9th 2005 at 5:56pm
ReNo
5457 posts
Posted 2005-03-09 5:56pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Looks not bad - I couldn't remember which map "prisoner" was but after looking at the screenshots I knew straight away, so thats a good sign :) Could use a bit of tweaking perhaps - some trims at the edges of the walkways, use of more combine style physics props (rollermines, hopper mines, plasma ball generators, etc...), and so on, but otherwise its looking like a decent effort.
Re: [map] dm_prisoner Posted by Campaignjunkie on Wed Mar 9th 2005 at 10:43pm
Campaignjunkie
1309 posts
Posted 2005-03-09 10:43pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Agree with Reno's comments. But I think you need to rework the lighting as well, since it's not neccesary to follow the original's lighting scheme. Right now it is all very flat with very little tone or color variation. Personally, I suggest using some teal-colored spotlights (the trademark Combine light color, as in HL2) to accent some of the areas. Remember: light isn't something you throw around to make a map visible, it needs purpose! :)
Re: [map] dm_prisoner Posted by Agent Smith on Thu Mar 10th 2005 at 1:46am
Agent Smith
803 posts
Posted 2005-03-10 1:46am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Looks pretty good. It actually reminds me more of an old UT map. I can't remember the name but the central area shared many similarities with the first screen.

Texturing is a little bland/repetitive, but fits reasonably well with the prison theme. I would however get rid of any wooden/human props, as they looks out of place in an entirely metal structure.
Re: [map] dm_prisoner Posted by Myrk- on Thu Mar 10th 2005 at 9:59am
Myrk-
2299 posts
Posted 2005-03-10 9:59am
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Don't give in to thier ev0l ways! I Disagree completely with Reno and CJ. If you make it combine it'll just be a clone map- atm it has a lovely unique style. Play with it more- maybe have those energy balls, but don't cop out completely and do the whole combine theme.
Re: [map] dm_prisoner Posted by Orpheus on Thu Mar 10th 2005 at 12:34pm
Orpheus
13860 posts
Posted 2005-03-10 12:34pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Leave the map like it is. lower the overall light level to produce some more distinct shadows. in its current form, you have light everywhere, and thats just not likely in an area of this size.

perhaps you used to many bounces, i dunno, but do as i suggest and post some new "optimized" screenshots.. i advise strongly at not turning this into a combine map. its lovely as is.

[edit] i just noticed the "complete".. you screwed the pooch on this one.. tis sad :(
Re: [map] dm_prisoner Posted by Clarky on Thu Mar 10th 2005 at 4:36pm
Clarky
4 posts
Posted 2005-03-10 4:36pm
Clarky
member
4 posts 20 snarkmarks Registered: Mar 9th 2005 Occupation: Student Location: England
Hehe, thanks for the comments. yeh I labelled it as complete, because I was going for something classic in terms of geometry and detail, I didnt want to go over the top it wouldnt be in favour of as much familiarity..

changing the look and gameplay alot with energy balls , and stuff is cool, im definately going to create a non-classic revamp, something more suitable for varied gameplay, with more static prop detail. At the moment the idea of the map was to make the weapon gameplay more prominent, like in most halo maps, which also offers up similarity's for those who like and remember the origional halo map IMHO.