[map] DM_Mire (working title)

[map] DM_Mire (working title)

Re: [map] DM_Mire (working title) Posted by Naklajat on Wed Jan 23rd 2008 at 12:04pm
Naklajat
1137 posts
Posted 2008-01-23 12:04pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
This is a a discussion topic for the map "DM_Mire (working title)" by Naklajat which can be found here

Map description:

I'm really not very good at keeping small maps small for long. Been working on this on and off (along with Soylent) for about 6 months, maybe a little more. Having two maps in progress is nice because I can go back and forth and have 'fresh eyes'. One of my main focuses early on in development was Z variation and having quick 'dodge-out' escape routes. In the lower level (screens 1 and 3) there is a waterway which will have a func_push, making it a quick getaway (but not without hazards of it's own!)

Nearly complete layout-wise, stay tuned for updates.

Map screenshots:
Loading embedded content: Map #3067
Re: [map] DM_Mire (working title) Posted by Zein on Wed Jan 23rd 2008 at 11:52pm
Zein
167 posts
Posted 2008-01-23 11:52pm
Zein
member
167 posts 517 snarkmarks Registered: Sep 1st 2006 Occupation: Computer fixing Location: United States
Looks very 'open' or alot of places to get shot, looks more like a single player. But i do know your still working on it. looks good so far :)
Re: [map] DM_Mire (working title) Posted by haymaker on Fri Jan 25th 2008 at 6:42am
haymaker
439 posts
Posted 2008-01-25 6:42am
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
Looks nice if a lil dark-ish, lots of room to move. In screen 3 I just know I'll end up cursing that bulkhead after jumping off the stair top and hitting it.
Re: [map] DM_Mire (working title) Posted by reaper47 on Fri Jan 25th 2008 at 6:20pm
reaper47
2827 posts
Posted 2008-01-25 6:20pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
I like what I see. Way to dark, though. You need to cover the outsides in lights seamlessly, especially if it's a night map.