dm_parasite

dm_parasite

Re: dm_parasite Posted by Finger on Sat Jan 15th 2005 at 11:38am
Finger
672 posts
Posted 2005-01-15 11:38am
Finger
member
672 posts 1460 snarkmarks Registered: Oct 13th 2001
Ok. First off, this map has taught me a big lesson....don't bite off more than you can chew. I think I could have been much happier with this project if I had stepped back and realized just how unneccessary all this space is for HL2DM. I could have scaled down, and had more time to really kick out a solid design with layers of polish. What I got instead, was a struggle just to get this thing into the competiton before deadline. The result, is a less than finished map which could have been much more.

So, now that we know how I feel about it.... let me know how you feel. Kick me in the shins a couple of times, and help me remember that simple designs are sometimes the best ones.

http://www.duncanmoore.org/downloads/dm_parasite_beta1.zip
Re: dm_parasite Posted by parakeet on Sat Jan 15th 2005 at 1:04pm
parakeet
544 posts
Posted 2005-01-15 1:04pm
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
;) good luck ! i like how the big spidery machine thing stands through the house
Re: dm_parasite Posted by Leperous on Sat Jan 15th 2005 at 1:32pm
Leperous
3382 posts
Posted 2005-01-15 1:32pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Oh it's not that bad :smile: Yes the layout does feel 'unfocused', especially outside (around the health charger), though I do like the large open layout with two tiers to fight from. Nice small points are the exploding barrels with shards and the cool Combine generator rod thingy in the open-topped cavern, bad points are perhaps the dodgy clipping at the edges of the map and the design in the Combine area (which, though architecturally interesting, had nothing in it!). It's pretty good for what it is though, I hope you work on it some more and can be bold enough to tear up chunks of it and remake.
Re: dm_parasite Posted by mike-o on Sat Jan 15th 2005 at 2:53pm
mike-o
60 posts
Posted 2005-01-15 2:53pm
mike-o
member
60 posts 6 snarkmarks Registered: Oct 18th 2004
I like it.
Re: dm_parasite Posted by Juim on Sat Jan 15th 2005 at 4:47pm
Juim
726 posts
Posted 2005-01-15 4:47pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
got it to work I'll take a look as well.

Thanks Finger.
Re: dm_parasite Posted by Finger on Sat Jan 15th 2005 at 8:30pm
Finger
672 posts
Posted 2005-01-15 8:30pm
Finger
member
672 posts 1460 snarkmarks Registered: Oct 13th 2001
Well, I didn't really follow my own rules with this map, and was kind of enjoying 'not' planning it out and just playing with the new tools in a more spontaneous fashion. Shame on me! I might rip it up, but more than likely I will call it my 'learning' map for HL2 and go on to designing something fresh...possibly with nuggets of this map carried along.
Re: dm_parasite Posted by Campaignjunkie on Sat Jan 15th 2005 at 8:38pm
Campaignjunkie
1309 posts
Posted 2005-01-15 8:38pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Looks great! I really like the vastness of it all - in my opinion, that
was one of HL2's greatest attributes. It really feels like an arid,
desolate, horrible place at times, though I felt some of the lighting was a little flat.

And Finger: Don't think you're alone with the
"simple is better" lesson, I also learned that the hard way with my
entry! :smile: