Re: [map] Deep: Source
Posted by Forceflow on
Tue Dec 21st 2004 at 5:12pm
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I see lots of throwable objects, which is good. I like the speakers. Make sure that the whole level has the same atmosphere, and you'll be fine.
Re: [map] Deep: Source
Posted by G.Ballblue on
Tue Dec 21st 2004 at 10:23pm
Posted
2004-12-21 10:23pm
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Wow. I love the atmosphere -- particularly in screen2. However, in screen 2, there's no source for the light.
Re: [map] Deep: Source
Posted by Tracer Bullet on
Thu Dec 23rd 2004 at 6:15am
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Location: Seattle WA, USA
The architecture is very simple, and you really need to spice up those lights. I'd say you should move the light ent a bit further from the ceiling, add a glow effect, and maybe throw in a light_spot.
Re: [map] Deep: Source
Posted by satchmo on
Sat Dec 25th 2004 at 6:14pm
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The atmosphere is very half-lifish, which is good.
However, there needs to be a lot more variation on the theme. While keeping the same look-and-feel of the room, you can construct different types of structures and room configurations to keep things from getting stale after a while.
You probably are already planning the forementioned suggestion, but I want to voice it just in case.
P.S. Do headcrabs fall out from that hole in the ceiling? If not, wouldn't that be a good idea (to spawn a headcrab at some random interval and watch it fall onto the player's head)? If you are going to implement this idea, keep the player stuck at that spot for a period of time (i.e. whacking away some debris or fighting off some more headcrabs or zombies just around the corner) so the raining headcrab will be a surprise).
Re: [map] Deep: Source
Posted by SirJim on
Mon Jan 10th 2005 at 4:03pm
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Wow, looks pretty sweet. Like the 'mood' of the place. (was going to say atmosphere but that words already been taken... and well, no one likes a smart arse)
Looking forward to playing it
Re: [map] Deep: Source
Posted by satchmo on
Sat Mar 19th 2005 at 4:22am
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Did you abandon this map?