macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on May 7, 2014 13:24:36 GMT -5
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Post by grieve[Q2C] on May 9, 2014 8:39:30 GMT -5
start was fun, but then I failed to smell the switch for the green lasers and got stuck .... buttons should not be too hard to find, IMO. despite that, I think your SP unit has some entertaining moments .... (just gimme a hint for that laser switch)
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Feb 20, 2015 0:37:15 GMT -5
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Post by cocerello on Feb 21, 2015 17:44:17 GMT -5
Looked way darker in my computer than in your screenshots, even when played at night and with brightness at its highest. Which engine/configs have you used? I just use Quake2 3.20 in OpenGL mode.
My opinion on the map:
Overall is decent, but needs polishment.
EDIT: if this is just an old map modified with the MapMixer, then it is better than i thought and i have writed below. If it is that, what have you modified mainly?
Good points: the combats are enjoyable, hard sometimes but not in an unfair way, and ammo is well placed. The layout and progression is good also.
On the bad side, it is too dark on the first and in parts of the third map for me, and had to shoot at the dark hoping hitting something with the SG, about the brushwork, apart, it would be a good idea to make the corridors wider, to improve coop gameplay and so it is harder to get stuck on columns, which is a frustrating way to die. I noticed also several of what seems to be leaks in the three maps. And finally, you should make more obvious when a different mechanic is needed to progress on a level only once (destroy a door), i discovered it by pure luck. When the mechanic is common it doesn't need to be obvious.
I am looking forward to your next singleplayer map!
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Null
Gladiator
Posts: 555
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Post by Null on Feb 21, 2015 17:58:32 GMT -5
Macanah Perhaps you could give Trenchbroom a try. It offers easier means to create complex geometry. Working fully in 3d and having that preview, should also make it easier for you to create an overall sense of unity and flow throughout the whole map. In my opinion, if you were to adapt a uniform texture scheme and some lighting / shadows in key areas to bring out the detail, the map would flow much better visually.
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