[map] biolurk

[map] biolurk

Re: [map] biolurk Posted by The SnarkPit on Sat Jan 1st 2000 at 12:00am
The SnarkPit
49 posts
Posted 2000-01-01 12:00am
49 posts 1523 snarkmarks Registered: May 11th 2004 Occupation: Being a website Location: snarkpit.com/public_html/
This is a a discussion topic for the map "biolurk" by unknown which can be found here

Map description:

Map screenshots:
Loading embedded content: Map #320
Re: [map] biolurk Posted by The SnarkPit on Sat Jan 1st 2000 at 12:00am
The SnarkPit
49 posts
Posted 2000-01-01 12:00am
49 posts 1523 snarkmarks Registered: May 11th 2004 Occupation: Being a website Location: snarkpit.com/public_html/
(Note: This map originally reviewed on 10/5/01)

Well this is the lesser of the two maps I reviewed today by Jason, and there are so many blatant errors in this map, that it has to go into the Snarkpit. Sorry Jason?.but let?s try to look at this constructively, shall we?

If you look at the first picture you see an example of brushes not merged, and the extremely interesting concrete brick and pink wall textures. Yes, there is also the brown brick seen here, but there is still only a handful of textures used that makes for a boring map.

Next, look at picture number two, and you will see that same extremely interesting concrete brick and pink wall textures. The w_polys do not need to be over 300-400 in this area with this simplistic design, yet they reach around 800 in many areas.

More variety, structures, artwork, additional textures, lighting and passageways are some of the things that can break up this large open room that is a hallmark of a beginning mapper. If you want more Gameplay action, you need more weapons for a map this big, and very few bazooka and bow weapons/ammo. On the other hand, if you want more sniping play, then this map needs another bow or two, and a bunch of places up high where people can hide and look. If you don?t have a bow to zoom in and see the far away walls/boxes, you will be unfairly killed without ever being able to visualize where the arrows are coming from. This map is just too large to see from corner to corner without the bow.

Now we look at the 3rd picture. This is an area (but not the only one) where r_speeds are off the same extremely interesting concrete and pink walls! No need for those kinds of readings, and there are many tutorials on how to fix R_Speeds on various sites. Next, this central hollow cube is worthless the way you designed it. The laser fence doesn?t accomplish anything, nor does anyone have to jump through, and can?t unless it is being played under low gravity anyway. In addition, there is nothing interesting to make you want to go into it. If it had a roof, it might have been a good place to put some sniping windows or other rooms to improve Gameplay. But the way it is now, a bow shot or bazooka makes it stupid to be inside it. The thin, long ladder in the far corner of this picture is an exercise in suicidal futility, and a journey to nowhere useful.

So in summary this is a little better than the single Kill Box designs, but you should not be left with the idea you promote in your equally simple and short readme text file that this is ??a very fun Deathmatch map for teamplay?? This map is poorly made, with obvious flaws, high R_Speeds, few and poorly chosen textures, very little creativity, and is a map that you should have kept to yourself. We don?t need more variations on the Kill Box theme, even if it?s a Double Kill Box with a couple of minor twists. Feeding time for the snarks...

Verdict

It's a killbox-type map- you can't hide that, no matter what the twist.
Re: [map] biolurk Posted by The SnarkPit on Sat Jan 1st 2000 at 12:00am
The SnarkPit
49 posts
Posted 2000-01-01 12:00am
49 posts 1523 snarkmarks Registered: May 11th 2004 Occupation: Being a website Location: snarkpit.com/public_html/
(Note: This map originally reviewed on 10/5/01)

Well this is the lesser of the two maps I reviewed today by Jason, and there are so many blatant errors in this map, that it has to go into the Snarkpit. Sorry Jason?.but let?s try to look at this constructively, shall we?

If you look at the first picture you see an example of brushes not merged, and the extremely interesting concrete brick and pink wall textures. Yes, there is also the brown brick seen here, but there is still only a handful of textures used that makes for a boring map.

Next, look at picture number two, and you will see that same extremely interesting concrete brick and pink wall textures. The w_polys do not need to be over 300-400 in this area with this simplistic design, yet they reach around 800 in many areas.

More variety, structures, artwork, additional textures, lighting and passageways are some of the things that can break up this large open room that is a hallmark of a beginning mapper. If you want more Gameplay action, you need more weapons for a map this big, and very few bazooka and bow weapons/ammo. On the other hand, if you want more sniping play, then this map needs another bow or two, and a bunch of places up high where people can hide and look. If you don?t have a bow to zoom in and see the far away walls/boxes, you will be unfairly killed without ever being able to visualize where the arrows are coming from. This map is just too large to see from corner to corner without the bow.

Now we look at the 3rd picture. This is an area (but not the only one) where r_speeds are off the same extremely interesting concrete and pink walls! No need for those kinds of readings, and there are many tutorials on how to fix R_Speeds on various sites. Next, this central hollow cube is worthless the way you designed it. The laser fence doesn?t accomplish anything, nor does anyone have to jump through, and can?t unless it is being played under low gravity anyway. In addition, there is nothing interesting to make you want to go into it. If it had a roof, it might have been a good place to put some sniping windows or other rooms to improve Gameplay. But the way it is now, a bow shot or bazooka makes it stupid to be inside it. The thin, long ladder in the far corner of this picture is an exercise in suicidal futility, and a journey to nowhere useful.

So in summary this is a little better than the single Kill Box designs, but you should not be left with the idea you promote in your equally simple and short readme text file that this is ??a very fun Deathmatch map for teamplay?? This map is poorly made, with obvious flaws, high R_Speeds, few and poorly chosen textures, very little creativity, and is a map that you should have kept to yourself. We don?t need more variations on the Kill Box theme, even if it?s a Double Kill Box with a couple of minor twists. Feeding time for the snarks...

Design
An boringly simple large two box kill box design with a few useless items. With many design flaws, boring ramps, a handful of p

Gameplay
The only winning Gameplay for this map is to delete it from your hard drive?.especially when there is a far better version that

Verdict
It's a killbox-type map- you can't hide that, no matter what the twist.

Pros
-

Design
It's killbox.