Re: [map] dm_rampart
Posted by KoRnFlakes on
Sun Nov 28th 2004 at 3:34pm
1125 posts
511 snarkmarks
Registered:
Jul 3rd 2002
Occupation: Yus!
Location: Norfolk
This map can keep you entertained for 2 hours or 2 minutes. Its very player dependant. Fantastic with lots of players, But because of its size a bit slow with very few.
Overall this is a map I kept, I loved it to bits & have played it 3 times online already.
Re: [map] dm_rampart
Posted by beer hunter on
Sun Nov 28th 2004 at 3:34pm
281 posts
602 snarkmarks
Registered:
Jul 6th 2003
Occupation: Beer taster
Location: The Pub
Top map ! very nice looking, good flow and easy to navigate thru the wide corridors, lovely.
Internal corridors could do with more landmarks tho' as they seem confusing, maybe not an issue once you learn the map.
Re: [map] dm_rampart
Posted by diablo on
Sun Nov 28th 2004 at 3:34pm
diablo
member
189 posts
29 snarkmarks
Registered:
Oct 19th 2002
Occupation: Guitarist
Location: Melbourne, Australia
This map would do great on team fortress.. anyway a great use of textures and skilled architecture makes this map a possible candidate to win the competition. Great work!
Re: [map] dm_rampart
Posted by Cash Car Star on
Sun Nov 28th 2004 at 3:34pm
1260 posts
345 snarkmarks
Registered:
Apr 7th 2002
Occupation: post-student
Location: Connecticut (sigh)
From my forum post
Great looking map clearly designed for playability. The soft tones of the textures and lighting complimented the fairy tale feeling of the map. R_speeds did not feel excessive to me. from a gameplay front, there are a few critiques I have. First off, the egon was well placed, being in a very dangerous location. The x-bow complimented this placement nicely because it is the only truly viable underwater weapon. I did, however, feel that the trap with the switch is mostly useless. It is impossible to tell what happens the first time you use the switch, although the general idea is surely picked up after successive tries. But! Players will rarely be able to gauge when to shut the gates, only if they are at the switch and hear the egon being picked up and that's it. So, I felt the trap set-up was non-intuitive; player activated traps are great, but the players must have knowledge of what they are doing and whether it will be effective (see undertow). The map was symmetric, which is generally a bleh I feel, but not a big issue in this map, being a castle where symmetry would be common. Weapon and item placement was good all around. I felt most of the battle areas were too flat though, only the upper RPG truly created an overlap of paths.
Re: [map] dm_rampart
Posted by jUMPYm4X on
Fri Aug 7th 2009 at 7:59pm
2 posts
0 snarkmarks
Registered:
Sep 9th 2007
Occupation: Professional NOTHING!!!!
Location: United States
AHHHH OH GOD!!!!!!!!!!
why is it that none of the maps i can download???
NONE OF THEM!!! i can't download NONE OF THEM!!!!!
Re: [map] dm_rampart
Posted by Adam Hawkins on
Fri Oct 2nd 2009 at 9:28pm
858 posts
333 snarkmarks
Registered:
Aug 25th 2002
Occupation: Specialty Systems Manager
Location: Chesterfield, UK
Ohai, i'd fix the d/l link myself but all my mapping stuff is on another drive sitting on my shelf and tbh, I stopped mapping a long time ago so really unlikely i'm going to dig around and find all the files again. :P