Re: dm_laststop_beta
Posted by Leperous on
Sat May 14th 2005 at 9:59pm
Leperous
Creator of SnarkPit!
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Aug 21st 2001
Occupation: Lazy student
Location: UK
Just had a very quick runaround- the lighting needs more variation (too blue), it's very linear and somewhat squashed on the platform, and you can jam the trains by chucking a prop onto the tracks :smile: I do like the entrace hall to the station, though.
Re: dm_laststop_beta
Posted by Campaignjunkie on
Mon May 16th 2005 at 4:02am
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Occupation: Student
Location: West Coast, USA
Yeah, if it was really abandoned, no one would pay the electric bill...
But it's not really abandoned, is it? Is there water actually flowing
through the pipes? Is the ceiling actually supporting countless tons of
pressure from the ground above? Is it warm or cold? Is this a real
place?
No, of course not! It's a level, so treat it like one - put in lights
so people know where the heck they're going! The whole "dark
abandonment" shtick is going to get pretty old within a few minutes of
playing. And I agree with more light color variation as well. :smile:
Re: dm_laststop_beta
Posted by DrGlass on
Mon May 16th 2005 at 7:24am
DrGlass
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Dec 12th 2004
Occupation: 2D/3D digital artist
Location: USA
I've been told (and agree) that a good lighting arangment is to have a
strong spot light, like the combine light. Along with very soft
wall/ceiling lights to fill in the shadows and then a thrid warm point
light, like a fire or flare.
This will set up good contrast so objects and players dont fade into
the background. Lighting is very very important, it can make a
box room look like a work of art when done well, and can make even the
best brush work look flat and lame when done poorly.
3012 posts
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Registered:
Feb 15th 2005
No I think they understood that it was a joke and that you like the
lighitng. They're saying the lighting isn't great, and that it
needs work. And I agree with both CJ and Doc. Good Light
variation and placement like Doc described could work wonders for this
map (and any map).
Re: dm_laststop_beta
Posted by aidanwraith on
Mon May 16th 2005 at 9:56pm
4 posts
10 snarkmarks
Registered:
May 1st 2005
i think you guys could be right about the lighting. i think the valve
jail level might be good reference, after some work i'll post
some pics, see what you think.
thanks again for the feedback!
(if anyone plays this map with 5-6 people i'd love to know how it holds up.
Re: dm_laststop_beta
Posted by Orpheus on
Wed May 18th 2005 at 2:32am
Orpheus
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Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
I have 3 words that sum this map up. "Many Dead Ends" :sad:
the connectivity was poor at best. I had no real issues with the lighting in most areas, but noticed a few spots where you could not fire through the hand rails. My son got pinned in one of the spawn points. He said a prop fell on him, pinning him to the wall behind another prop that couldn't be moved enough to allow egress. Doorways and most paths were to narrow for proper DM play. Weapons were plentiful for the size of the map, but poorly placed.
/me rates it in its current form. 5/10
yeah thats a bit high, but I can see something going in this map worth salvaging. assuming the author is capable.
The best things in life, aren't things.
Re: dm_laststop_beta
Posted by aidanwraith on
Wed May 18th 2005 at 2:52am
4 posts
10 snarkmarks
Registered:
May 1st 2005
that's new feedback for the map - i'm glad you put it down, but i'd love some specifics that i can fix.
i dont think there are any dead ends in the map. every room has at
least two exits. the hallways are tight to juxtapose against the wide
gameplay of the rest of the level and provide a risk factor when
getting weapons.
if you can tell me which spawn point was troublesome for your son, i'll fix it.
Re: dm_laststop_beta
Posted by Orpheus on
Tue May 31st 2005 at 8:11pm
Orpheus
member
13860 posts
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Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
Nice map.. Still buggy in spots but it plays well.