[map] Prototype

[map] Prototype

Re: [map] Prototype Posted by Loco on Wed Nov 5th 2003 at 4:06pm
Loco
615 posts
Posted 2003-11-05 4:06pm
Loco
member
615 posts 121 snarkmarks Registered: Aug 29th 2003 Occupation: Student Location: UK
This is a a discussion topic for the map "Prototype" by Loco which can be found here

Map description:

2003 map competition entry

V. small and not my best. I rushed it a bit for the original release date. Hope to release better version soon. Nevertheless, great fun to play with great sniping areas and a large, not-quite-killbox area (for those people who like that sort of thing...)

Orpheus very kindly reviewed it here: http://www.snarkpit.com/pits/orpheus/comp_reviews/prototype/prototype.html

Map screenshots:
Loading embedded content: Map #508
Re: [map] Prototype Posted by Orpheus on Wed Nov 5th 2003 at 4:06pm
Orpheus
13860 posts
Posted 2003-11-05 4:06pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
A fine beginning to a mapping career.
review at:

http://www.snarkpit.com/pits/orpheus/comp_reviews/prototype/prototype.html
Re: [map] Prototype Posted by diablo on Wed Nov 5th 2003 at 4:06pm
diablo
189 posts
Posted 2003-11-05 4:06pm
diablo
member
189 posts 29 snarkmarks Registered: Oct 19th 2002 Occupation: Guitarist Location: Melbourne, Australia
The main thing that let this map down was architecture errors. You made a great effort capturing the image you chose. Great work.
Re: [map] Prototype Posted by Loco on Wed Nov 5th 2003 at 4:06pm
Loco
615 posts
Posted 2003-11-05 4:06pm
Loco
member
615 posts 121 snarkmarks Registered: Aug 29th 2003 Occupation: Student Location: UK
Thanks guys. My excuse for the architecture errors? I used a program called "Revolver" which uses a 2d profile and revolves it a round an axis and then generates a .map file. Not great results. I'll fix it when I can be bothered to go back to the file. The other excuse is that I'm just plain lazy!
Re: [map] Prototype Posted by Cash Car Star on Wed Nov 5th 2003 at 4:06pm
Cash Car Star
1260 posts
Posted 2003-11-05 4:06pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
from my forum post

This map looks good at first glance, but the nasty slowdown you get in the main room says something's up. It's not the r_speeds, DM_Ominous went twice as highly and still ran smoothly on my comp. So what is it? Tauing around in the main room I see all sorts of brush misalignments, and generally things not meshing well. I'm betting there are all sorts of Leafportal saw into leaf errors, and a few HoM type problems (although I didn't spot any obvious ones). Cleaner brushwork that stays on the grid would help this map out a lot. In terms of gameplay, I found the dead ends and questionable weapon/ammo placement to be irritating. For example, I go all the way down the ramp in the lobby to find nothing but some handgun ammo. That's not cool. The dual Health Chargers seemed a bit excessive and quite probably camperific.
Re: [map] Prototype Posted by Kampy on Sat Feb 21st 2004 at 10:01am
Kampy
304 posts
Posted 2004-02-21 10:01am
Kampy
member
304 posts 716 snarkmarks Registered: Dec 30th 2003 Occupation: student Location: Germany
good job transferring it to 3d
Re: [map] Prototype Posted by Ferret on Sun Aug 1st 2004 at 9:58pm
Ferret
427 posts
Posted 2004-08-01 9:58pm
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
I'm rating this a 4 because if you take the time, that map can be an uber scene. Simply redo the lighting to make it more dramatic, and do some NICE sprite effects with env_beams and env_glows and this'll look f'ing sweet.