Re: [map] Exodus
Posted by RabidMonkey777 on
Mon Dec 20th 2004 at 5:14am
207 posts
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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 7dk2h4md720ih on
Mon Dec 20th 2004 at 5:31am
1976 posts
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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
Tue Dec 21st 2004 at 2:10am
Trapt
member
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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 satchmo on
Sat Dec 25th 2004 at 1:25am
satchmo
member
2077 posts
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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).