[map] Exodus

[map] Exodus

Re: [map] Exodus Posted by Trapt on Mon Dec 20th 2004 at 3:44am
Trapt
99 posts
Posted 2004-12-20 3:44am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
This is a a discussion topic for the map "Exodus" by Trapt which can be found here

Map description:

I thought I'd challenge myself, and try to make a map based in Ravenholm.

Still needs a LOT of work done, but I feel it is good enough to show.

Lighting is not in any ways too dark for DM, as it has been tested.

Please, feel free to comment. Every comment will eventually help the map to be as good as it can.

:)

For more high-res screenies, head here: http://thejuice.hollosite.com/trapt/even_more_newer/

Map screenshots:
Loading embedded content: Map #1452
Re: [map] Exodus Posted by RabidMonkey777 on Mon Dec 20th 2004 at 5:14am
RabidMonkey777
207 posts
Posted 2004-12-20 5:14am
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
I hope you've added weapons since we beta-tested and fixed the tree-glitch and made those windows breakable, otherwise, it was great fun.
Re: [map] Exodus Posted by Trapt on Mon Dec 20th 2004 at 5:23am
Trapt
99 posts
Posted 2004-12-20 5:23am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
Hehe, it really wasn't ready for beta testing, but I just wanted to see how the lighting was (if it was too dark for dm)

The bugs we noticed will be fixed, but I am a bit lazy at the moment. Might do it tomorrow. :)
Re: [map] Exodus Posted by 7dk2h4md720ih on Mon Dec 20th 2004 at 5:31am
7dk2h4md720ih
1976 posts
Posted 2004-12-20 5:31am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Very, very nice. You've captured the Ravenholm atmosphere pretty well.

The map strikes me as too angular and comes across as rather unnatural. It's hard to get out of the HL mindset of building everything at 90 degrees, but the map would be complete if some of the streets and buildings weren't so fond of the grid.
Re: [map] Exodus Posted by Trapt on Mon Dec 20th 2004 at 5:45am
Trapt
99 posts
Posted 2004-12-20 5:45am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
Whilst I do agree with you that it is rather angular, I do invite you to play through Ravenholm again and look for some curves.

:)

I will try and perhaps make things not so angular, but I am about to map a nice large area, and it should make up for the rest of the map's angularness.
Re: [map] Exodus Posted by 7dk2h4md720ih on Mon Dec 20th 2004 at 5:17pm
7dk2h4md720ih
1976 posts
Posted 2004-12-20 5:17pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
This is what I meant, rather than curves:

http://img65.exs.cx/my.php?loc=img65&image=d1town0100001sa.jpg

:)
Re: [map] Exodus Posted by Trapt on Tue Dec 21st 2004 at 2:10am
Trapt
99 posts
Posted 2004-12-21 2:10am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
Interestingly enough, that was the area I was going to map. It stood out in my mind when I thought about Ravenholm, so I thought it would be an interesting addition to map, only slightly modified for layout reasons.
Re: [map] Exodus Posted by Mephs on Wed Dec 22nd 2004 at 8:14am
Mephs
381 posts
Posted 2004-12-22 8:14am
Mephs
member
381 posts 38 snarkmarks Registered: Sep 18th 2004 Occupation: Office Monkey Location: Northern Ireland
Looks pretty damn nice, Trapt. Gives me something to look forward to.
  • showers Trapt in praise.
Re: [map] Exodus Posted by satchmo on Sat Dec 25th 2004 at 1:25am
satchmo
2077 posts
Posted 2004-12-25 1:25am
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
For a setting like Ravenholm, the walls of the buildings are too perfect in your map. Add some holes and toppled walls (with loose bricks or torn fences) to your map, and they should make your map more interesting. In addition, this will also address the "blockiness" issue others have raised. Go for the total dilapidated look!

Furthermore, you can make these walls interactive. Some of them are barely supported by some rotten wooden sticks. And once these remaining support are destroyed, half of the building will come crashing down on whoever is nearby (like a booby trap).

The lighting and texturing are great, so you won't have to do anything to those anymore. What about more bodies (and body parts)? You already have some dead zombies and barrel debris around, but a little more gore in Ravenholm seems more appropriate (I loved the hanging torso from the tree at the beginning of the level).
Re: [map] Exodus Posted by habboi on Wed Apr 13th 2005 at 4:34pm
habboi
782 posts
Posted 2005-04-13 4:34pm
habboi
The Spammer of Snarkpit
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782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
This map has been online for ages and I have hardly seen any progress :(

Care to share with us why?

It still looks great and I would love to see it finished.
The hanging body on a tree is easy and would make your map more Ravenholmish if that is what you are aiming for :)
Re: [map] Exodus Posted by RabidMonkey777 on Sun Mar 26th 2006 at 9:25am
RabidMonkey777
207 posts
Posted 2006-03-26 9:25am
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
Tis dead