Re: [map] Dm_Sadists_Pit
Posted by haymaker on
Tue Sep 16th 2008 at 11:20pm
Posted
2008-09-16 11:20pm
439 posts
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Registered:
Apr 1st 2007
Location: CAN
Very nicely done! Love the atmosphere, a nice break from hl2 indeed. 3dskybox among the best Ive ever seen for enhancing the setting. Love that globe hologram too. Great use of those textures.
Performance seems great, even though you have func_breakable and water in the same map, this can be a server-side issue sometimes.
As for gameplay I have to say I don't like dark or light-dynamic maps myself, too many unneccessary mistakes can be made; for instance there is a ladder that I can see being a life-saver almost in total darkness, rendering a player open to a frustrating smg death when he could escape. I also try and avoid doors but I can see what you're thinking here. The teleports are fun, you can mess with them by dumping props at the destination, but doesn't matter. One last niggle, seems there's one too many hallways ( but the flow is good overall ).
Still, this is a treat for the audio-visual senses! Looking forward to a few rounds on this. Great job!
Re: [map] Dm_Sadists_Pit
Posted by Gwil on
Wed Sep 17th 2008 at 2:25pm
Gwil
super admin
2864 posts
315 snarkmarks
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Oct 13th 2001
Occupation: Student
Location: Derbyshire, UK
Unusual texturing - makes it stand out from the crowd of greys/industrial or C17 style levels which have gone before it. The variations in brush work (angles, curves) and incorporating those into vertical play is a plus point. I make these comments based on the screenshots as I haven't downloaded the full map - i'll make a point to though.
Re: [map] Dm_Sadists_Pit
Posted by Sadist on
Sat Sep 20th 2008 at 12:26pm
Posted
2008-09-20 12:26pm
Sadist
member
28 posts
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Registered:
Jan 4th 2006
Location: United Kingdom
Hi, thanks for the comments, I was hoping the sharp lighting would make it different, so pleased with the response! As for the lighting change upon pushing the light switch, many people who helped to test found the map either too dark, or too bright, or just right, some didnt notice a change, some did. I would put this down to gamma or monitor brightness, and would suggest playing around with graphics to appreciate it fully. That said, the change is subtle, as there were some complaints about it being too dark during 'lights out' in the beta version, also some lights remain 'on', some turn off and some flicker during the 'lights out'.
Thanks for the comments, Sadist.