Re: [map] biolurk2
Posted by The SnarkPit on
Sat Jan 1st 2000 at 12:00am
Posted
2000-01-01 12:00am
49 posts
1523 snarkmarks
Registered:
May 11th 2004
Occupation: Being a website
Location: snarkpit.com/public_html/
(Note: This map originally reviewed on 10/5/01)
I can?t quite put this map in the ominous single Killbox/Snipe category of infamous map designs for one simple reason, it has TWO large boxes! And in fairness to Jason, there is a mildly interesting crowbar room and another small room that connects the two boxes. Oh, and this map has more ramps than your average killbox map. Wow.
But simple is the operative word in the design of this map. Simple and large box rooms; simple and only a handful of plain textures and lights are used; simple ramps, and simple sparse sniping boxes are the norm. I suspect that this is one of the first maps made by Jason, and this is a pretty typical example of a low quality, but not necessarily horrible beginners map.
I know all maps are made as a free ?labor of love? by their authors, and they are often so enamored with their own creations, that they have no idea that rushing them down the chute forces them into the bowels of the half-life community.
There are several major problems with this map such as poor quality and choices of the few textures that are used to line all the walls, floor, and ceiling. If you look at the first picture, you see that there are no interesting or varied textures or artwork. All ramps are simple and again of the same textures. There are a few small snipe boxes placed at various locations along the walls, and even an occasional use of glass textures, but everything is made with very simple box or straight edge designs and all looks the same. It is not hard to use some of the many other textures to make a map more interesting, and put in some interesting structures, but to do that you can?t rush your early attempts at mapping down the chute.
Another item you should be able to read on the larger version of the first picture is the high r_speeds typical in this map despite it being promoted by Jason as ?a very fun Deathmatch map.? Well, it won?t be fun if you have an older processor and/or video card with these r_speeds that in places are over 1400 w_polys.
There is also a stationary simple looking laser gun that is completely useless in real Gameplay against anyone with a bow or bazooka. In one room, there is some sort of simple, yet bizarre looking laser grid that is switch activated, but again completely worthless. It does not guard any location that players must travel through, and because of its height is only accessible when playing under low gravity. I even jumped through it 3 times without being killed, so it is a completely worthless item to have in this map.
I have to give Marty credit for making progress from the earlier version of this map that I reviewed (Biolurk), and for this being marginally better than the awful 'Killbox' maps, but I recommend that he spend more time on his maps before he shoves his next one out the door.
Verdict
Cripes man, try some textured lighting for once. And don't do any more 'killbox' maps.
Re: [map] biolurk2
Posted by The SnarkPit on
Sat Jan 1st 2000 at 12:00am
Posted
2000-01-01 12:00am
49 posts
1523 snarkmarks
Registered:
May 11th 2004
Occupation: Being a website
Location: snarkpit.com/public_html/
(Note: This map originally reviewed on 10/5/01)
I can?t quite put this map in the ominous single Killbox/Snipe category of infamous map designs for one simple reason, it has TWO large boxes! And in fairness to Jason, there is a mildly interesting crowbar room and another small room that connects the two boxes. Oh, and this map has more ramps than your average killbox map. Wow.
But simple is the operative word in the design of this map. Simple and large box rooms; simple and only a handful of plain textures and lights are used; simple ramps, and simple sparse sniping boxes are the norm. I suspect that this is one of the first maps made by Jason, and this is a pretty typical example of a low quality, but not necessarily horrible beginners map.
I know all maps are made as a free ?labor of love? by their authors, and they are often so enamored with their own creations, that they have no idea that rushing them down the chute forces them into the bowels of the half-life community.
There are several major problems with this map such as poor quality and choices of the few textures that are used to line all the walls, floor, and ceiling. If you look at the first picture, you see that there are no interesting or varied textures or artwork. All ramps are simple and again of the same textures. There are a few small snipe boxes placed at various locations along the walls, and even an occasional use of glass textures, but everything is made with very simple box or straight edge designs and all looks the same. It is not hard to use some of the many other textures to make a map more interesting, and put in some interesting structures, but to do that you can?t rush your early attempts at mapping down the chute.
Another item you should be able to read on the larger version of the first picture is the high r_speeds typical in this map despite it being promoted by Jason as ?a very fun Deathmatch map.? Well, it won?t be fun if you have an older processor and/or video card with these r_speeds that in places are over 1400 w_polys.
There is also a stationary simple looking laser gun that is completely useless in real Gameplay against anyone with a bow or bazooka. In one room, there is some sort of simple, yet bizarre looking laser grid that is switch activated, but again completely worthless. It does not guard any location that players must travel through, and because of its height is only accessible when playing under low gravity. I even jumped through it 3 times without being killed, so it is a completely worthless item to have in this map.
I have to give Marty credit for making progress from the earlier version of this map that I reviewed (Biolurk), and for this being marginally better than the awful 'Killbox' maps, but I recommend that he spend more time on his maps before he shoves his next one out the door.
Design
An boringly simple large two box kill box design with a few useless item additions. The crowbar room saves this map from the Sn
Gameplay
Well, you certainly will have plenty of room and ramps to run around in these couple of rooms. But that is obviously not what p
Verdict
Cripes man, try some textured lighting for once. And don't do any more 'killbox' maps.
Pros
Barely better than Biolurk
Design
Most of it