View Full Version : A Map I'm Almost Done With w/ Download
Well, I've just about completed this map. Maybe someone could download it and critique it.
Basically, it's a 2-3 player map.
Have fun
DM-TheHunger by Bean (http://www.tgnetwk.com/thefuzz/bean/DM-TheHunger.zip)
Ok. I downloaded it and I was able to get about 10 minutes of play in.
First impressions, it is a very solid looking map with a decent atmosphere and some nice texturing.
The layout was nice but a bit confusing for me.
With all the slopes and elevators I sometimes had a hard time figuring out where I was. I think there were only two floors on the map but for some reason it felt like 3. Not really a critique just the feeling I got from playing it. images/icons/grin.gif
The bot support seemed ok but I noticed one of the bots just stood facing a wall on an elevator and didn't move until I shot him.
The weapons and pickup placements seemed very sparse. I played with a couple of bots and I could rarely find a weapon. You might want to add a few more.
Also, I noticed you put some rounds for the sniper rifle downstairs. I didn't see a sniper rifle anywhere and I don't think a tight map like this is a great place for sniper rifles anyways.
As for the flow of the map, it felt a bit rough. I didn't really have any good sense of where I should go. A good map should sort of pull you through it. Good weapon and item placement can do alot to help this (and might alleviate some of your bot problems).
BTW, those elevators seemed a little too fast. Occasionally I didn't even realize the elevator had moved because it happened so fast. images/icons/grin.gif
I noticed one graphical glitch. On the elevator with the lights and the lens flares attached, you can see them through the elevator floor. I think there is some sort of number setting under lens flare that you can change to alleviate that.
Anyways, a very solid map that just needs a bit more work to get that fun factor.
When I've played it a bit more I'll try to give you a more in depth critique.
Tip
Please accept this as constructive criticism.
NutWrench
12-09-2001, 02:38 PM
I liked it! The layout isn't traditional deathmatch (circular or around a central core) but that didn't distract from the fun. images/icons/smile.gif
I noticed the bots tended to congregate in certain areas. Maybe distributing the goodies a bit more evenly can fix this.
I thought the respawn points were a bit too exposed for my liking. More boxes to hide behind or a few niches (check out any map by CliffyB to see what I mean) would be nice.
I like maps with fighting on multiple levels in the same room. (Bridges, ledges, ramps, etc). Maybe you could open it up a bit more by subtracting out some rooms that partially connect two different levels? This way enemies can come at from many directions and you can't hold them off by covering the one or two entrances into the room. When I see a map with lots of seperate rooms linked by only one or two connecting tunnels, it reminds me of how sausages are made. There's too much "sausage syndrome" in this map. images/icons/grin.gif
Tip:
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> The weapons and pickup placements seemed very sparse. I played with a couple of bots and I could rarely find a weapon. You might want to add a few more.
<hr></blockquote>
OK. I didn't want to add too many, given it was a 2-3 player map. I'll add one or two more. As for the sniper rifle, i have no idea why i put that in there images/icons/tongue.gif
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Please accept this as constructive criticism.<hr></blockquote>
Can do. Anything that improves how I map is constructive in my book.
Nutwrench:
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> I noticed the bots tended to congregate in certain areas. Maybe distributing the goodies a bit more evenly can fix this.
<hr></blockquote>
Which areas?
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Maybe you could open it up a bit more by subtracting out some rooms that partially connect two different levels? <hr></blockquote>
Good idea! I think I'll get rid of the wall between the room with the hole and the room with the three lights. Maybe I'll add a ramp or two for some multi-tiered action!! images/icons/grin.gif
Thanks for the ideas and critiques guys. If you got more, please post em. When i finish everything on this to-do list, I'll be sure to post an updated version.
Thanks again http://forums.3drealms.com/ubb/icons/icon107.gif
DM-TheHunger (http://www.tgnetwk.com/thefuzz/bean/DM-TheHunger.zip)
OK, uploaded the revised one.
Ultima
12-11-2001, 01:35 AM
Lighting: Corners a bit too dark, good for human opponents but doesn't fool bot players images/icons/wink.gif
Also, kill the coronas on the elevator lights.
Layout: Pretty cool! I like the layout.. some of the rooms feel "out of the way" though.
Bots: Nothing wrong that I saw.
Weapons: Not enough, I often faced bots with just a measly handgun.
Sound: Dunno, speakers were off images/icons/wink.gif
Conclusion: I like this map a heck of a lot more than the last one you posted. It needs polishing and the lighting/layout need work, but it's a good start images/icons/smile.gif
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