Re: Subliminalz
Posted by Forceflow on
Fri Feb 13th 2004 at 9:29pm
2420 posts
451 snarkmarks
Registered:
Nov 6th 2003
Occupation: Engineering Student (CS)
Location: Belgium
Looks feckin' awesome ! Always glad to see another map for my favorite mod !
Re: Subliminalz
Posted by Forceflow on
Fri Feb 13th 2004 at 9:29pm
2420 posts
451 snarkmarks
Registered:
Nov 6th 2003
Occupation: Engineering Student (CS)
Location: Belgium
A good map for my favorite mod ... I have never wanted more. :biggrin:
Send your map to some major leagues, would be great to see it in action in wars !
Re: Subliminalz
Posted by Kage_Prototype on
Sat Feb 14th 2004 at 12:33am
Posted
2004-02-14 12:33am
1248 posts
165 snarkmarks
Registered:
Dec 10th 2003
Occupation: Student
Location: Manchester UK
Is it me, or does it look like he used a thesaurus for that first post? :biggrin: I'm only joking, of course. It just seems a bit too...intelligent for the general internet populace. :smile:
Re: Subliminalz
Posted by 7dk2h4md720ih on
Sat Feb 14th 2004 at 12:36am
Posted
2004-02-14 12:36am
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
You obviously haven't seen Gollum in full swing then Kage. :smile:
Re: Subliminalz
Posted by Dr Brasso on
Sat Feb 14th 2004 at 2:49am
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
ok.....i did a serious runthru on this puppy, and i like the feel, however, imho, there are some issues that need to be addressed....i took a bunch of screenies, and ill post some of them shortly
Doc Brass... :dodgy:
Re: Subliminalz
Posted by Dr Brasso on
Sat Feb 14th 2004 at 3:40am
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
Your message:
ok...here we go....let me start by saying i love tfc, tis my favorite, and i say the following only to try and help you improve your map, and your mapping skillz, so do not be offended....
pretty obvious what needs to be done here eh?....the general attention to little details like this is a bit....lacking
[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190000.jpg[/simg]
r speeds.....you knew that, but this is excessive...and with the general layout of yer map, it willbe hard to fix...they pushed 1600 in a few places
[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190001.jpg[/simg]
try a func_door instead of a func_platform, or set this into the deck so you can at least get on it before it takes off....
[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190002.jpg[/simg]
r speeds again....not good my friend.....
[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190003.jpg[/simg]
this area i liked, with the exception of the overusage of the same texture....there are plenty of castle type ones out there, so dont be shy
[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190004.jpg[/simg]
armour bag?....cant use it....so whats it for?
[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190005.jpg[/simg]
got stuck here, dont know if its an invisible brush or a shard or what, but check it out please
[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190006.jpg[/simg]
i like it, but its quite boxy, even with the pillars and such...r's are good thru here....well done
[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190007.jpg [/simg]
again, attention to texture details.....
[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190008.jpg[/simg]
same.....
[simg]http://www.snarkpit.com/pits/dr brasso/subliminalz/subliminal_zb190009.jpg [/simg]
as i said, i love tfc...give it some more attention, fix the probs, and youll have, imho, a very playable map...lots of swingin' room....w00t!
Doc Brass,,,:dodgy:
EDIT>>>>>goddammit lep, fix the f**king time out problem please sir...i had a damn thoughtful post here, and it kicked me for inactivity, while i was typing it............grrrrr.....dammit dammit dammit!!!!!!!`
Re: Subliminalz
Posted by ZenKilliZen on
Sat Feb 14th 2004 at 6:58pm
20 posts
62 snarkmarks
Registered:
Jan 25th 2004
Location: Wa
Ty Brasso
Most of the texture's for this and that do need to be justified agreed I stopped editing at the point when I hit the Rspeeds switch an low an behold eek.
I Like your idea about the func_door on that one crazy ele for the life of me have no clue why that one jst takes right off and in a hurry, thought about maybe changing them to airshoots maybe. The part nxt to both cap points that stop you dead in your tracks I swear I have prob crawled through that spot for prob a combined hour since finding that prior, prob gonna have to remake it.
As for Rspeeds the Flag room is the one that scares me in that I have no idea in that all the common tricks I have read about and does not seem to fit this scenario in the way it was built, Im gonna try a Technique I have been reading about for mainly the yard and main and upper spawns kinda donut the doors off so the line of site is lessened, nvr know worth a TRY.
The spawns there are two for each team main lower in fr is mainly the D spawn so they can scurry to there pos the upper by main door exit to yard is where the O want to run out so they don't have to run through the frags on the way to the almighty flag, so basically I jst added the teleports so everyone can get in pos ASAP both spawns are built diff but agree prob should put also a visual marker like a sign saying you are here lolz.
Concing I felt is the key to this map and really what I was aiming at honestly, You can ramp slide or hh from lower entrance or hh across from upper to flag and offcourse you can hh from the water on up. Basically a map that will make the O cream there concs and the D screaming out the mm2's or else.
One of my concerns on a playability issue is the defense lets face it someone's gonna have to swat all them flying scouts :o so I lowered the glass jst below the flag so when a demo pipes the flag they stay in the area rather than have them bounce of and fly to there watery grave also which you did notice is that ammo pac in the lower area on each side of the bridge pack is intended to replenish the hw ie full ammo and 50 armour every 60 secs mainly so he doesn't have to go outa pos or scavenge for bags gonna have a door on it offcourse. Another thought I have been sincerely thinking on is making the water in fr only knee deep and making it poisonous taking 1-5 hp per second your wading in it and even more so thinking about if the flag hits marsh it resets back to its flag holder.
At this point I need to put leash on the Rspeeds before I continue loving and nurturing it, And whew that fr scares me no clue what I can do in there to lessen it.
BTW You will not ever hear me say Brasso isn't 'very' thorough.
Regards ~Zen
Re: Subliminalz
Posted by Dietz on
Sat Feb 14th 2004 at 8:03pm
Dietz
member
101 posts
50 snarkmarks
Registered:
Mar 15th 2002
Location: Texas
You can lower the r_speeds to nearly half what they are in the flagroom if you change the water from func_water back to a worldbrush (assuming it is an entity, currently)
Re: Subliminalz
Posted by Cassius on
Sun Feb 15th 2004 at 12:01am
Posted
2004-02-15 12:01am
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
Yes, the map is lacking on technical skill, but he's clearly better with style already than many others.
Re: Subliminalz
Posted by Dr Brasso on
Sun Feb 15th 2004 at 12:50am
Posted
2004-02-15 12:50am
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
yeah, well, i tried to be fair, and honest, as noted by the disclaimer...but i think hes done pretty damn well....i really like the feel of this....and im looking forward to its completion... :wink: lemme know if i can help, or at least when its done....i'd love to test it with other folks around to scourge... :heee:
Doc Brass... :dodgy:
Re: Subliminalz
Posted by Skeletor on
Sun Jul 25th 2004 at 5:05pm
312 posts
41 snarkmarks
Registered:
Dec 28th 2003
Occupation: Student
Location: California
Wellz it lookz sorta drab. For instance, in the area between the fortz there is basically nothing. Also, in the third screen, the texture on the ceiling is bigger than all the other instancez of that texture.