Post by X7[Q2C] on Sept 15, 2008 7:30:26 GMT -5
The Cage - by X7[Q2C]
q2c.tastyspleen.net/maps/con_6/leray6mapcon_x7.zip
kold
X7’s map - I think too much time was spent on special effects and not enough on gameplay.
One thing worth noting is the “SZ_Getspace: overflow” error. When the weapons spawn eventually... one of the arenas
becomes overflowed and you can’t enter it! Although this has been fixed in some updated Quake 2 clients. I tested it using
the default .exe, which any map should run from.
“The Cage” in my opinion was the downfall of this map. Even tho I only played with bots it was too easy to camp up top
on the trigger that triggers the cage, leaving the players down below with little or nothing at all to fight back with if they just
spawn. The layout felt more like a ctf map than a dm map leaving you with few options to get from one arena to the next.
All in all it was a good attempt from X7, but with too many
Paril
Subjective Observation (What did you think of it?):
Eye candy!
[Comments]
This map is really something. It's kind of linear which limits it's gameplay as a large-scale deathmatch map,
but I like the neat ideas X7 had here with the lasers and the spinning teleporter sending you to your
impending doom in 'the cage'. It didn't flow well playing with other people but it's one of those maps that
you would message your friends about to connect to your server to because you had something
cool to show them. Definitely an awesome selection in my book.
q2c.tastyspleen.net/maps/con_6/leray6mapcon_x7.zip
Judge by | Map Creator | Filename of bsp | Original or Revision | Texturing | Originality | Game Play | Weapon/Item/Health layout | Extras (jump pads, etc) | Lighting | Sounds | Connectivity/ Flow | Technical Rating | Total Score |
kold | X7[Q2C] | leray6mapcon_x7.bsp | Original | 6.00 | 6.00 | 4.00 | 4.50 | 7.00 | 6.50 | 6.00 | 4.50 | 7.00 | 51.50 |
Paril | X7[Q2C] | leray6mapcon_x7.bsp | Original | 9.00 | 9.00 | 5.00 | 4.00 | 8.00 | 7.00 | 7.00 | 8.00 | 5.00 | 62.00 |
kold
X7’s map - I think too much time was spent on special effects and not enough on gameplay.
One thing worth noting is the “SZ_Getspace: overflow” error. When the weapons spawn eventually... one of the arenas
becomes overflowed and you can’t enter it! Although this has been fixed in some updated Quake 2 clients. I tested it using
the default .exe, which any map should run from.
“The Cage” in my opinion was the downfall of this map. Even tho I only played with bots it was too easy to camp up top
on the trigger that triggers the cage, leaving the players down below with little or nothing at all to fight back with if they just
spawn. The layout felt more like a ctf map than a dm map leaving you with few options to get from one arena to the next.
All in all it was a good attempt from X7, but with too many
Paril
Subjective Observation (What did you think of it?):
Eye candy!
[Comments]
This map is really something. It's kind of linear which limits it's gameplay as a large-scale deathmatch map,
but I like the neat ideas X7 had here with the lasers and the spinning teleporter sending you to your
impending doom in 'the cage'. It didn't flow well playing with other people but it's one of those maps that
you would message your friends about to connect to your server to because you had something
cool to show them. Definitely an awesome selection in my book.