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Post by peeweerota on Dec 1, 2009 9:30:00 GMT -5
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Post by peeweerota on Dec 1, 2009 9:57:58 GMT -5
Review: Same style as usual, square rooms made out of single textured walls and floors, not unlike maps I'm known for. The first level is very fun. You start off with a shotgun, hyper, and nades and have to think quick to use the right weapon for each fight. You quickly enter a building with several rooms and a few monster surprises. This is a lot of fun because there are lots of rooms that are either dead ends, more monsters, or the correct one. So there is a lot of guessing, checking, and quick thinking. The first level has a lot of ammo and weapons, so after you grab the SSG it gets much easier and most of the challenge is gone. Level 2 is entirely linear. There is 1 short dead end at the beginning, but the rest is straight forward. This one is pretty fun because around every corner is yet another surprise and there are not enough grenades to pop around and check. So it keeps you engaged. The last fight is entirely stacked and was not well thought out. It's definitely a blast for q2 SP enthusiasts, so give it a shot! Cons: poor lighting no texturing the ending is tough but not rewarding Pros: very quick and worth the play through lots of surprise attacks make it fun Every encounter is quickly fatal if not handled properly 2nd level could be reworked into a cool DM map So speaking of that last thing... Macanah if you'd be willing to shape the 2nd level into a DM level, I'll texture and light it for a final version !
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Dec 1, 2009 19:09:18 GMT -5
peewee mentioned most of the stuff I was thinking, but here's my thoughts.
The first level is quite square and boxy, it would be nice to break it up some details such as pillars, light fittings etc. Just something to get rid of that boxy feeling. It reminded me of doom a little though.
Also, try to get rid of those gaps in the walls, it gives off too much of a unfinished look. In the second level after taking down those two tank's, when the mutant went to jump for me he jumped outside the level through the gap, which was funny ;), but its an example of why you should keep everything sealed up.
It was probably a bad idea having the teleporter out in the open near the end too. It would of been better being triggered behind a door or something after taking down the last two bosses, just so no one jumps straight to the tele when entering the room.
Overall it was a good attempt for a first effort at sp mapping, its not very often that you see new sp levels or units these days, so I quite enjoyed some sp action for a change.
I reckon the rest of us should try some sp speed mapping too, it looks like a lot of fun.
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Dec 4, 2009 10:22:53 GMT -5
hi macana hhere well thanks 4 the support i actulay made the first map 4 a mod team that didnt get going peewe ill do it but give me a while hi derimok umm u should give sp maps ago, u r a better mapper than me, it just pisses me off that u cant put 2 textures on a single brush i used 2 make maps in 98 but i lost them all when i had to reinstall my hardive drive, then i didnt make maps 4 a w hile i only got lighting working with aaarhrad a couple of yrs ago cause i had wreong compiler cya, btw macanah@hotmail.com icq= 477247762
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Dec 4, 2009 10:27:07 GMT -5
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Dec 4, 2009 14:45:52 GMT -5
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Jan 16, 2010 10:56:16 GMT -5
well i made that sp level into a dm level so i will send it to paril or leray if leray adds me then they can send irt to u ok dont 4get to mention me in the credits ok cya rom macanah
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Post by draxi on Jan 16, 2010 11:59:36 GMT -5
What credits?
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Jan 16, 2010 12:09:27 GMT -5
sorry i meant the acknolegments like the text file , like what editor time to build and such
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Jan 16, 2010 14:07:40 GMT -5
well i made that sp level into a dm level so i will send it to paril or leray if leray adds me then they can send irt to u ok dont 4get to mention me in the credits ok cya rom macanah If you have a DM map you can use the Attachment Agreement here on the proboards, and/or upload it to Deacon Tomb www.deaconstomb.org/uploaders/And post the link. X7
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Post by peeweerota on Jan 16, 2010 16:58:58 GMT -5
well i made that sp level into a dm level so i will send it to paril or leray if leray adds me then they can send irt to u ok dont 4get to mention me in the credits ok cya rom macanah Awesome. Absolutely
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Jan 17, 2010 4:38:32 GMT -5
he peewee i sent the map to paril and he said he will send it to u ok nps
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Jan 17, 2010 5:34:15 GMT -5
he peewee i sent the map to paril and he said he will send it to u ok nps AGAIN!! If you have a DM map you can use the Attachment Agreement here on the proboards, and/or upload it to Deacon Tomb www.deaconstomb.org/uploaders/And post the link. X7
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Post by Paril on Jan 17, 2010 14:21:56 GMT -5
He wanted to send it to me to send to Peewee to get it lit correctly, not for releasing yet.
-P
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Post by peeweerota on Jan 23, 2010 17:06:20 GMT -5
I've started work on texturing and lighting. I have 2 rooms done. There are roughly 5 or 6 rooms so progressing along nicely. I'll give you a copy of the working file once I fix up the next room. You can give me a thumbs up or down on whether you like the style that I'm using.
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