Re: [map] Plywood (tdm_plywood)
Posted by ReNo on
Mon May 16th 2005 at 4:30pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
"Flaws that may not exist but eventually will due to hammer's coding"? Thats completely confused me to be honest - what, that isn't wrong with your map now, could be later due to how hammer was coded?
Re: [map] Plywood (tdm_plywood)
Posted by satchmo on
Mon May 16th 2005 at 6:51pm
satchmo
member
2077 posts
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Registered:
Nov 24th 2004
Occupation: pediatrician
Location: Los Angeles, U.S.
Looks like another generic maze map, with the potential for good gameplay but lighting that is deplorable.
Change the lighting, and you'll attract a lot more attention to this map. Architecture isn't innovative, but at least it provides a good stalking ground.
Re: [map] Plywood (tdm_plywood)
Posted by Naklajat on
Tue May 17th 2005 at 7:36am
1137 posts
384 snarkmarks
Registered:
Nov 15th 2004
Occupation: Baron
Location: Austin, Texas
I gotta admit, when I saw this overview of the map, I was not impressed in the least. But I read the comments and for some reason felt I should give it a try. I started off just looking around the map and found that all of the physics props are semi-translucent when you look at them from the right angle or shine the flashlight on them... thats not a good thing.
Despite the weird graphics problem I put in some bots and started playing. I was surprised, because to be honest I didn't think it would be very fun. The layout seems better thought out than most custom counterstrike maps I've played. The map isn't much to look at, but its a blast to play.
My suggestion is to unrelease it and make it look better -fix the translucent props, and make the lighting a little better.
If you want to talk to me about the graphic bug PM me.
-Nak
PS-I'm usually against CS maps with no objective.