First ever released map in the vault! Created 20 years ago2004-10-04 07:05:18 UTC by LlamaRama LlamaRama

Created 20 years ago2004-10-04 07:05:18 UTC by LlamaRama LlamaRama

Posted 20 years ago2004-10-04 07:05:18 UTC Post #63982
My first ever released map is in the vault! It's called Repercussions. Please download & comment! :P
Posted 20 years ago2004-10-04 08:30:21 UTC Post #63995
We'll see it eventually, this thread is teh epitomy of [u][i]spam[/i][/u]
Posted 20 years ago2004-10-04 08:49:08 UTC Post #63997
That was me. (duh)
Posted 20 years ago2004-10-04 09:53:48 UTC Post #63999
Posted 20 years ago2004-10-04 11:54:06 UTC Post #64012
Actually, ministeve makes a good point. Some of us take time out at lunchtime, etc., to try to spend a little time in the forums. Posts like these are spam and are better put in Stuff as a courtesy, IMHO.
Posted 20 years ago2004-10-04 13:00:27 UTC Post #64026
this thread is teh epitomy of spam
Correct.
I've been mapping for ages and apart from a CS level
Ah, so you have no experience at mapping then.
ministeve makes a good point
Where?
Posted 20 years ago2004-10-04 13:17:16 UTC Post #64034
think he got me mixed with peace n love. and spam is one way of putting it, but i would see it as the epitomy of mop shouting OMGLOLZOR!!111
Posted 20 years ago2004-10-04 13:44:11 UTC Post #64044
I just played it, I got to teh scientist room, and that's it?

You're almost there, don't start mapping the next levels until this one is greta, first:

alot of stuff is too big, the air vents at the start look too big, unless you put in soem supports around them.

The architecture shows promise, you've obviously just finished either OP4 or Blueshift, some of it is reminiscent of those games (not a bad thing at all), you need to work on teh areas that look bland, the ladders are ok, but there's something about them, try aligning the textures on those handrails, and making them thinner.

The scientist room, the wires are way too thick, make them 1 unit square, that is a good wire size, and the computers, some textures are too stretched, use another one, or make the computer smaller, the beams in teh corridor, the side struts don't meet the main central one, i don't know if you were trying to avoid high r_speeds, but fix them because they are noticable when you climb up there. make the beams a func_wall or something, but i'd say just have them as brushes, and put some lights up there, in odd places, so you get some cool shadows, try and make the whole thing a bit darker, as it's not edgy enough with teh amount of light. depends what you're going for, but as it seems liek some bad guys have broken in, i'd have more lights blown etc.

teh 1st time i played through i climbed up that ladder and snuck past the guy (nice gameplay, thumbs up), i then shot the other two, but i'd have a trigger once just before you go around teh corner, have it trigger an ambient_generic with a grunt reporting in, saying it's all clear etc.
And the door taht the two came out of, i managed to get in there, and couldn't get out, so maybe texture it a little, and have another door that looks liek the grunts came in that way, but have liek a trigger once on the inside so you can get back out but not in.

All that aside, it shows potential, the gameplay i witnessed was thought out and well executed, some nice areas, but they need some p*zazz! y'know.

i'll give it 3/5 for your first attempt, but get cracking on doing it up, i'll help if you need advice/help/textures/models/testers.

Nice Job!
Posted 20 years ago2004-10-04 15:42:26 UTC Post #64087
Cheers. I'm not sure if you've seen all of it though, P&L! If after climbing the ladder you make your way above the locked door opposite the open lab, there is a grate to climb through.

BTW G-KID, I see from your review of my map,that "Ah, so you have no experience at mapping then." was unfounded!
;)
Posted 20 years ago2004-10-06 07:25:22 UTC Post #64360
G_KID talks th etalk but he uses a wheelchair when it comes to the walking.

Ok, I'm glad I haven't seen it all, as it was worryingly short (or I just own - hah)
I'll have another run through tonight, I'm sure I'll find more things to tell you about =P

Don't take my coments as offensive, they are meant constructively - thing is, most of the testing I do is to find problems in other peoples maps, so I have to pick teh shit out of them to make sure they are 100% for a public release. I know you're not ever going to release this as anything more than just something you made, but why not make it teh best that you can.

I like how it's going so far, but it shoudl definately be treated as a pre-beta test of your final map, and when you release, try and name teh maps something short, like "rpcns" or an actual word, just so there's no pissing around making sure you type teh right name into teh console (I use steam =/)

Still, i like the map, you doing more on it, or have you given up? I think you should carry on tbh m8.

I'd liek to help if you need models or anything.
Posted 20 years ago2004-10-06 12:40:34 UTC Post #64499
It was definitely meant as a beta test! Unfortunately I usually get annoyed with my maps because I think they're no good, so it's great to get some positive feedback. I'll finish this map, add an intro, and then put it in the vault.

If you want to contribute weapon models or even some new enemies, that would be cool but I'm not planning on making loads of maps or doing it quickly! ;)
Posted 20 years ago2004-10-06 12:55:05 UTC Post #64505
Haha, no, no-one ever does =P

I could help out but I'm not great with all that sh*t, mainly just mapping and ambient models, not so much into teh skinning side.

But definately put more detail in, and put a corpse by that gun so it explains where you get the gun from, or something, an intro, yeah, that'd be cool.

Don't give up, I see potential in you, young gwasshoppah!
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