dm_laststop_beta

dm_laststop_beta

Re: dm_laststop_beta Posted by aidanwraith on Sat May 14th 2005 at 2:49pm
aidanwraith
4 posts
Posted 2005-05-14 2:49pm
4 posts 10 snarkmarks Registered: May 1st 2005

Hey all, just wanted to let everyone know that DM_Laststop_beta can be
found here on snarkpit for download and beta testing. Comments are
welcomed.

http://www.snarkpit.net/maps.php?map=2010

The map is part of a two-map 'Abandoned Places' map set, with DM_Slanska. Both maps can also be found at [size=13][url=http:///fonthttp://abandoned.hlgaming.com/font face=]
http://abandoned.hlgaming.com/[/url]

[/size]
Re: dm_laststop_beta Posted by Leperous on Sat May 14th 2005 at 9:59pm
Leperous
3382 posts
Posted 2005-05-14 9:59pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Just had a very quick runaround- the lighting needs more variation (too blue), it's very linear and somewhat squashed on the platform, and you can jam the trains by chucking a prop onto the tracks :smile: I do like the entrace hall to the station, though.
Re: dm_laststop_beta Posted by Windows 98 on Mon May 16th 2005 at 1:29am
Windows 98
757 posts
Posted 2005-05-16 1:29am
757 posts 86 snarkmarks Registered: Apr 25th 2005 Occupation: Student Location: USA
Eh. I think the lighting is right for an abandoned subway/train
station. That is if there are ghosts flipping the lights on every
morning.

And if it's abandoned whos paying this electrical bill?

:razz:
http://img362.imageshack.us/img362/8521/windows981dk.jpg

Nickelplate is my dad
Re: dm_laststop_beta Posted by DrGlass on Mon May 16th 2005 at 2:59am
DrGlass
1825 posts
Posted 2005-05-16 2:59am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Eh. I think the lighting is right for an abandoned subway/train
station. That is if there are ghosts flipping the lights on every
morning.

And if it's abandoned whos paying this electrical bill?

:razz:
you cant have a pitch black map just so its "ultra real"
Re: dm_laststop_beta Posted by Campaignjunkie on Mon May 16th 2005 at 4:02am
Campaignjunkie
1309 posts
Posted 2005-05-16 4:02am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Yeah, if it was really abandoned, no one would pay the electric bill...

But it's not really abandoned, is it? Is there water actually flowing
through the pipes? Is the ceiling actually supporting countless tons of
pressure from the ground above? Is it warm or cold? Is this a real
place?

No, of course not! It's a level, so treat it like one - put in lights
so people know where the heck they're going! The whole "dark
abandonment" shtick is going to get pretty old within a few minutes of
playing. And I agree with more light color variation as well. :smile:
Re: dm_laststop_beta Posted by DrGlass on Mon May 16th 2005 at 7:24am
DrGlass
1825 posts
Posted 2005-05-16 7:24am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
I've been told (and agree) that a good lighting arangment is to have a
strong spot light, like the combine light. Along with very soft
wall/ceiling lights to fill in the shadows and then a thrid warm point
light, like a fire or flare.

This will set up good contrast so objects and players dont fade into
the background. Lighting is very very important, it can make a
box room look like a work of art when done well, and can make even the
best brush work look flat and lame when done poorly.
Re: dm_laststop_beta Posted by Windows 98 on Mon May 16th 2005 at 5:03pm
Windows 98
757 posts
Posted 2005-05-16 5:03pm
757 posts 86 snarkmarks Registered: Apr 25th 2005 Occupation: Student Location: USA
I wasn't saying the lighting is bad. Its good. I was just making a joke...
http://img362.imageshack.us/img362/8521/windows981dk.jpg

Nickelplate is my dad
Re: dm_laststop_beta Posted by Addicted to Morphine on Mon May 16th 2005 at 8:25pm
Posted 2005-05-16 8:25pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
No I think they understood that it was a joke and that you like the
lighitng. They're saying the lighting isn't great, and that it
needs work. And I agree with both CJ and Doc. Good Light
variation and placement like Doc described could work wonders for this
map (and any map).
Re: dm_laststop_beta Posted by aidanwraith on Mon May 16th 2005 at 9:56pm
aidanwraith
4 posts
Posted 2005-05-16 9:56pm
4 posts 10 snarkmarks Registered: May 1st 2005
i think you guys could be right about the lighting. i think the valve
jail level might be good reference, after some work i'll post
some pics, see what you think.

thanks again for the feedback!

(if anyone plays this map with 5-6 people i'd love to know how it holds up.
Re: dm_laststop_beta Posted by Orpheus on Wed May 18th 2005 at 2:32am
Orpheus
13860 posts
Posted 2005-05-18 2:32am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
I have 3 words that sum this map up. "Many Dead Ends" :sad:

the connectivity was poor at best. I had no real issues with the lighting in most areas, but noticed a few spots where you could not fire through the hand rails. My son got pinned in one of the spawn points. He said a prop fell on him, pinning him to the wall behind another prop that couldn't be moved enough to allow egress. Doorways and most paths were to narrow for proper DM play. Weapons were plentiful for the size of the map, but poorly placed.

/me rates it in its current form. 5/10

yeah thats a bit high, but I can see something going in this map worth salvaging. assuming the author is capable.

The best things in life, aren't things.
Re: dm_laststop_beta Posted by aidanwraith on Wed May 18th 2005 at 2:52am
aidanwraith
4 posts
Posted 2005-05-18 2:52am
4 posts 10 snarkmarks Registered: May 1st 2005


that's new feedback for the map - i'm glad you put it down, but i'd love some specifics that i can fix.

i dont think there are any dead ends in the map. every room has at
least two exits. the hallways are tight to juxtapose against the wide
gameplay of the rest of the level and provide a risk factor when
getting weapons.

if you can tell me which spawn point was troublesome for your son, i'll fix it.
Re: dm_laststop_beta Posted by Sudasana on Tue May 24th 2005 at 2:05am
Sudasana
9 posts
Posted 2005-05-24 2:05am
Sudasana
member
9 posts 11 snarkmarks Registered: Jan 24th 2005 Occupation: Student Location: Canada
Just posting on behalf of aidanwriath to say that the final version of
dm_laststop is up. You can get it from the main download link, or just
click here:

http://www.edgefiles.com/files/19982.html

I'm sure aidanwraith will update the map page when he gets back from England.
Re: dm_laststop_beta Posted by Orpheus on Tue May 31st 2005 at 8:11pm
Orpheus
13860 posts
Posted 2005-05-31 8:11pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Nice map.. Still buggy in spots but it plays well.