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Post by Wixen1 [Q2C] on Sept 22, 2010 1:59:12 GMT -5
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Post by peeweerota on Sept 22, 2010 19:56:20 GMT -5
This map is going to be a rail smash hit with a bit of deathmatch fun sprinkled in between. The low scores reflect only the technical limitations and the bland texturing. The whole giant open room is not very original but that does not subtract from the fun of the map.
A few of the technical things that I noticed was a separate water "room" on the bottom I assume was used for lighting. That could have been sealed off and handled a little better. In fact it would have knocked off about 1/4th of the r_speeds that way. I'll let Dervish elaborate on this as he has discussed the same issue a few times before.
The other technical issue I noticed was the sky. I don't think that there was any particular reason to raise it. It probably should have been left flat. On top of that if you set your gl_showtris 1, you'll see that it got cut really really weirdly during the compile. There must have been at least 100 unnecessary polys up there. I don't know why that happened but even a hint brush or even some clever detailing could have helped.
Anyway enough ranting about technical stuff. This map was a great entry and I'm glad that you took the risk to place this kind of map in the mix. Regardless of your place in line, the players are in for a treat to have an entry in the giant arena/rail map category. We haven't gotten that often enough.
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yendor
Quake 2 Mapping Club
is
Posts: 105
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Post by yendor on Sept 22, 2010 22:37:58 GMT -5
I feel bad is any other map than mine gets knocked for r_speeds! I never did the gl_showtris 1 - too afraid, what with my map's 12000 (yes twelve thousand!!) r_speeds! Can't wait to play these maps!!!
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yendor
Quake 2 Mapping Club
is
Posts: 105
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Post by yendor on Sept 24, 2010 0:56:55 GMT -5
Finally got to check this one out... looks like it'll be a fun bloodbath! I love these kinds of maps personally. Would have liked to see some deep swimmable water though
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reflex
ShotGun Guard
Posts: 47
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Post by reflex on Sept 24, 2010 8:27:51 GMT -5
It was in my head, had a waterfall idea falling into a pool at one end. Just decided it had enough polys for one room. Drew a blank on how to deal with the walls and ceiling as it was. Havn't made a q2 map yet that wasn't just one room Q1 yeah, just need to get the courage back
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Sept 27, 2010 15:43:05 GMT -5
Very straightforward map. Get RG asap, then grab 1 or 2 of the many YAs. I like the ramp jump to MH. Needs more than 2 players and maybe a beer for everyone, hehe.
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reflex
ShotGun Guard
Posts: 47
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Post by reflex on Sept 27, 2010 22:11:29 GMT -5
Too much to get stuck on for me. Needed to be simpler, more rampy around the outside than blocky. Learning process, I'll be around for the 9th contest, and a map or 3 between.
Thanx for the input, found myself running out of rails alot when I played it. Barton loved the corner with mega and rail, very hard to break him out of it.
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Post by thehappyfriar on Sept 28, 2010 21:10:15 GMT -5
The only thing I didn't like was it seemed almost every step looked like I should be able to walk up it, but I had to jump.
But I did enjoy this map.
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