Re: Booster Tower
Posted by ReNo on
Sat Apr 17th 2004 at 6:33pm
ReNo
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Bit of a short post to expect anything in the way of feedback, to be honest. Post screenshots, that way people will at least give their opinions on those. Its very rare for people to actually download and test maps these days I'm afraid.
Re: Booster Tower
Posted by SkyOniX on
Sat Apr 17th 2004 at 6:52pm
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Well, I posted some screen shots but other than that its not to much to say about it other than play it.
Re: Booster Tower
Posted by Orpheus on
Sat Apr 17th 2004 at 6:52pm
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i concur with duncan, but would like to add 2 things..
1) some of us no longer have HL installed, but that doesn't mean we cannot remember what a map should look like :smile:
2) welcome to snarkpit.
Re: Booster Tower
Posted by |=Tarosek=| on
Sat Apr 17th 2004 at 8:40pm
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Aug 29th 2003
Location: Rochester, NY
Looks nice. This map would be perfect for LAN games, but would probably be boring for anything else. I give it a 3.5/5, even though I can only choose a 3 for the actual rating.
Re: Booster Tower
Posted by Tracer Bullet on
Sat Apr 17th 2004 at 10:11pm
Posted
2004-04-17 10:11pm
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I this is your first map, good job. I'll try to find time today to DL and comment.
Re: Booster Tower
Posted by Forceflow on
Sun Apr 18th 2004 at 4:22pm
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Location: Belgium
Looking good. I like the stairs and the way the buildings are constructed.
Re: Booster Tower
Posted by Cassius on
Sun Apr 18th 2004 at 4:39pm
Cassius
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I cringe whenever I see brush railings. It's pointless and blocky.
Re: Booster Tower
Posted by ReNo on
Sun Apr 18th 2004 at 7:20pm
ReNo
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I think if done well it can be ok - provides more interesting semi cover, unlike texture railings which are either total cover or no cover. Of course in HLDM, cover isn't a big issue, in fact hiding behing that brush railing would do more harm than good with the gauss spray.
Re: Booster Tower
Posted by Yak_Fighter on
Mon Apr 19th 2004 at 1:50am
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Occupation: College Student/Slacker
Location: Indianapolis, IN
Depends on the situation. If you're trying to use railings on stairways then the { texture ones just don't cut it. However, if there is no height variation then the { textured railings are superior. (especially if they are func_illusionary and clipped)
Re: Booster Tower
Posted by SkyOniX on
Mon Apr 19th 2004 at 3:36am
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Occupation: Student
Location: Louisiana
OK....I changed a few things in my map "Booster Pass". I put the fades around the lights as Reno suggested,added a few different colors, and changed the stairs to be more real. Check it out and tell me whatcha think!
Http://www.geocities.com/dillonsayz/Booster.zip
Re: Booster Tower
Posted by Tracer Bullet on
Mon Apr 19th 2004 at 4:43am
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Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
I like this map allot. there isn't much in the way of complex archatecture, but the blocky style works quite well. You have kept r_speeds down even though there is zero visblocking. This would be allot of fun on a small LAN.
A couple of suggestiuons:
The fades: make them less obtrusive (lower fx value), add some sprites to supplement them, break them up into smaller chunks that make up the whole shape so they look a bit more volumetric.
You should add some ambient sound coming from those rocket engines.
I might just get rid of the railings if I were you. they don't really fit the theme of the map.
Re: Booster Tower
Posted by matt on
Mon Apr 19th 2004 at 10:54am
Posted
2004-04-19 10:54am
matt
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Location: Edinburgh
I see blocks, so many blocks!!!! :sad: