[map] de_fga_latenite_asylum_beta2

[map] de_fga_latenite_asylum_beta2

Re: [map] de_fga_latenite_asylum_beta2 Posted by G4MER on Mon Dec 28th 2009 at 6:15pm
G4MER
2460 posts
Posted 2009-12-28 6:15pm
G4MER
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
This is a a discussion topic for the map "de_fga_latenite_asylum_beta2" by Muhnay which can be found here

Map description:

This is 2 steps from release. 90% complete, needs the overview map, and it could use some props here and there.. Please beta test and find any areas of improvement.. Thanks!

Map screenshots:
Loading embedded content: Map #3265
Re: [map] de_fga_latenite_asylum_beta2 Posted by haymaker on Tue Dec 29th 2009 at 2:04am
haymaker
439 posts
Posted 2009-12-29 2:04am
haymaker
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439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
Nice looking screens, good work

Have to say the name strikes me as quite unwieldy though, might want to simplify that for server owners' sake
Re: [map] de_fga_latenite_asylum_beta2 Posted by G4MER on Tue Dec 29th 2009 at 6:40am
G4MER
2460 posts
Posted 2009-12-29 6:40am
G4MER
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Thanks Haymaker. The finished name will simply be de_fgaayslum, or something along them there lines.
Re: [map] de_fga_latenite_asylum_beta2 Posted by G4MER on Wed Jan 6th 2010 at 2:32pm
G4MER
2460 posts
Posted 2010-01-06 2:32pm
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Anyone find Waldo yet?
Re: [map] de_fga_latenite_asylum_beta2 Posted by haymaker on Sat Jan 9th 2010 at 8:05pm
haymaker
439 posts
Posted 2010-01-09 8:05pm
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439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
I had a run around but I forgot to look for secrets.

Pretty nice smooth map, layout seems good, tho I know nothing about CSS gameplay. Are dynamic doors common in this game? They are a nono in DM.

My comments will just be aesthetic then. The place is well lit for multiplayer. I'm assuming some of those models are yours, they all look very nice. Blinking cursor on the monitor is a nice touch.

There is an anomaly in surface properties on some glass, acting like wood. Similarly the water in the tub/pool.

I didn't quite get the 'importance' of the bomb site, it seemed somewhat non-vital, like 'what is teh point of bombing this yard when the computers are just next door' kinda thought.

These are trivial points when it comes to a real game, and it looks like this can support some good ones. Nice release
Re: [map] de_fga_latenite_asylum_beta2 Posted by G4MER on Sun Jan 10th 2010 at 1:51am
G4MER
2460 posts
Posted 2010-01-10 1:51am
G4MER
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Thanks Haymaker, let me address your questions in between your paragraphs.
haymaker said:
I had a run around but I forgot to look for secrets.

I have just the one, Waldo. he is hidden from view this time.

Pretty nice smooth map, layout seems good, tho I know nothing about CSS gameplay. Are dynamic doors common in this game? They are a nono in DM.

Yes, the squeaky door can give away location, and I tried to use the sparingly, and just leave most areas open to keep the map fast.

My comments will just be aesthetic then. The place is well lit for multiplayer. I'm assuming some of those models are yours, they all look very nice. Blinking cursor on the monitor is a nice touch.

It is either early morning, or late afternoon, the light I tried to reflect that yet keep it lit.. there are a couple places I made it darker intentionally. I have a couple models in there, and some are standard.

There is an anomaly in surface properties on some glass, acting like wood. Similarly the water in the tub/pool.

Humm, I will go look into that and see if I can fix it, thanks for pointing it out to me.

I didn't quite get the 'importance' of the bomb site, it seemed somewhat non-vital, like 'what is teh point of bombing this yard when the computers are just next door' kinda thought.

The one downstairs is the elevators to the main building, the second is a machine shop/storage area that could either blow a big enough hole for the people to escape, or do damage to the computer center next to it as well as the facility.

These are trivial points when it comes to a real game, and it looks like this can support some good ones. Nice release
Again thank you for your review.