[map] DM_URBANES_v2

[map] DM_URBANES_v2

Re: [map] DM_URBANES_v2 Posted by DRAGONFLY on Thu Mar 17th 2005 at 10:33pm
DRAGONFLY
2 posts
Posted 2005-03-17 10:33pm
2 posts 260 snarkmarks Registered: Jan 16th 2005 Occupation: school Location: netherlands
This is a a discussion topic for the map "DM_URBANES_v2" by DRAGONFLY which can be found here

Map description:

An great map for 5 to 20 players

this is version 2, beqause of an lot of complains
about the framerate. that is fixet now.

greetz, DR@GONFLY

Map screenshots:
Loading embedded content: Map #1889
Re: [map] DM_URBANES_v2 Posted by rs6 on Thu Mar 17th 2005 at 10:38pm
rs6
640 posts
Posted 2005-03-17 10:38pm
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
Idk....but IMO it looks akward.
Re: [map] DM_URBANES_v2 Posted by Orpheus on Fri Mar 18th 2005 at 1:07am
Orpheus
13860 posts
Posted 2005-03-18 1:07am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Perhaps no one would have complained had you gotten proper feedback prior to releasing. :/

perhaps, you got it right this time, since it arrives completed. and this one of the best feedback providing sites known :(

/me dloads later.. i will decide if its complete.
Re: [map] DM_URBANES_v2 Posted by mike-o on Fri Mar 18th 2005 at 1:13am
mike-o
60 posts
Posted 2005-03-18 1:13am
mike-o
member
60 posts 6 snarkmarks Registered: Oct 18th 2004
Its like a mix of 100 different themes that dont look good together
Re: [map] DM_URBANES_v2 Posted by satchmo on Fri Mar 18th 2005 at 2:01am
satchmo
2077 posts
Posted 2005-03-18 2:01am
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Lighting and texturing are both well done, but as forementioned, the incongruent themes makes this map appear strange to the players. The architecture is well-conceived as well.

Perhaps on your next map, stick to a single theme (using similar architectural components and textures) to make your map coherent as a whole.
Re: [map] DM_URBANES_v2 Posted by Orpheus on Fri Mar 18th 2005 at 2:11am
Orpheus
13860 posts
Posted 2005-03-18 2:11am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Personally, i loved the un-theme style, i do that excessively myself so naturally i would. what i do not like is the connectivity. there is almost none. i saw some great architecture mixed in with intuitive ideas. i also saw some ideas that could be horribly monopolized.. all those hundreds of balls to pick from couldn't be conducive with good fragging.
this map could definitely have benefited from the snarkpit touch.
Re: [map] DM_URBANES_v2 Posted by Jezpuh on Fri Mar 18th 2005 at 10:22pm
Jezpuh
115 posts
Posted 2005-03-18 10:22pm
Jezpuh
member
115 posts 32 snarkmarks Registered: Sep 16th 2004 Occupation: School Location: Assen, Netherlands
Looks nice, but it would be better if it had a real theme, though. Also, pay more attention during your english classes.
Re: [map] DM_URBANES_v2 Posted by 417 on Mon Jun 6th 2005 at 7:21pm
417
21 posts
Posted 2005-06-06 7:21pm
417
member
21 posts 2 snarkmarks Registered: Mar 12th 2005 Occupation: Small Business Owner/Operator Location: USA
We ran this map on our server for a few weeks but it got way to laggy when people abused the combine balls so we had to remove it from our rotation.

The game play is somewhat decent. The design and feel of the map is okay.

Recommended Improvements:
I would dramitically lessen the amount combine balls people can use and address a few areas where there are high FPS issues due to physics.