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satchmo</DIV>
<DIV class=quotetext>There are also quite a few places (esp. outside of the complex) where I can get stuck between a rock and a hard place. I had to restart when that happened. And would it be possible to make a path so the player can climb out of the water tank beneath the reactor? What about func_player_hurt (for radiation) in the vicinity of the reactor itself?
The r_speeds are indeed high, at many places. I know I don't have the sharpest hardware around, but I had significant lag running the map (My computer is barely adequate to run FarCry, so at least it's respectable).
I believe you made those null-texture walls intentionally, since they tend to look "organic", compared to the rest of the interior walls. But there are also a few places inside these null-texture rooms where the texture doesn't look very nice. I am sure you'll fix that before the final release.
I think the dimness of the lighting is okay, since you're going after this "Doom" mood. In fact, this map is probably brighter than most of Doom3 (where you need to have a flashlight to see anything at all).
But, like everyone else already said, this map is visually impressive. I assume you're going to add env_sound to the various rooms to have them feel commodious.
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thx for the comments satchmo.
fiirst of all spartan, i havent provided an updated version yet, cause in the mean time we decided to stop working on paroxysm, so i didnt add the paroxysm specific enities, so armada is hanging in mid air at the moment.
anyway, when armada has a mod again, the places where u could get stuck and the func_illusionaries are gonna be clipped, the water is gonna be deadly,...
interesting idea about the radiation, i'll consider it. the organic room is a hive. i agree that those textures could be better, ill try to find better ones.
i havent got hl2 yet, havent played around in hammer with the new sdk yet, so i dunno if its doable to rework hl1 maps into hl2 maps, if so, then maybe ill make it into a hl2mod map.