trncmp (my score: 1/10) Nice architecture, well built map. But buggy? Entities popped in and out for me. I had no idea what to do in this map, how to play it. Frustrating with the amount of entities picked up all the time.
Suggestions: Too bright. Problem with entities? I didn't understand it fully to give proper feedback.
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Waaaaaay too many items, both from a technical and gameplay perspective. This map won't even play in vanilla Q2 (constant message overflows). There's no need to have more ammo than you can possibly shoot lying around the map.
The map is unplayable, and that task is too hard without the source file, so i pass on that.
Completely symmetrical map with severe issues that make the level unplayable on the original engine, even with noclip on, so this map doesn't follow one of the rules of the contest, and works badly on other engines i tested it in. - Very Quake 2 like theme, decent complexity in brushwork, overall good choice of textures, mostly well placed and aligned textures. -Decent and strange ''corridorish'' layout with an introduction for each spawn, with barely any choices, that works like two almost isolated maps. - Very bland lighting, so much that at first i though this only had minlight and no lights used even on default or darker brightness settings, the brightness of that lighting is mainly like the outdoor one in q2dm1. - Overloaded in items, mainly in health, armor shards an ammo, no special items as far as i could see, even if the mapper intended for the player to not run out of ammo it is overboard, nothing special in their placement, but nothing too bad either. - No sounds seem to be placed.
The map is unplayable because it has so many items that the engine can't handle them, so the engine doesn't let the player to exit the start areas.
The map is divided in two zones, an arena and two corridors that surround it. It has the good idea of adding places for the ones on the corridors to snip into the arena, but would be even better if some of the gaps around the map were a bit wider to allow for some variations in gameplay and layout, which has some of the strongest weapons. Weapons don't seem to obey in their placement to some sense or tactic, they are placed symmetrically to each other which leads to easy pick of lots of them in the arena. The brushwork is at a good level with only some questionable texture choices in the areas around the blue rooms.
- First of all, make it playable. Half, or even a third would be more than enough items, even if you want to overload the player with them. The second option would be to add lots of visblockers, but that way you would need to isolate visually the arena from the side areas, and curve or add turns, corners or curves to the corridors to reduce visibility of items. - Work at least a bit on lighting, something with some noticeable contrast. - Break a bit the symmetry, just some small changes in height like i did in my map's first map which has also symmetry or change the size of some rooms, would be enough. - Add some variation (small steps) or details (setpieces, lights, ...) to the floor. - Add some side areas for the fun of them. - This is optional: widen some of the gaps between the corridors or between them and the arena to open new paths. - This is my personal preference, but i would add some special items (quad, MH, adrenaline) in side or hidden areas to make the map more dynamic and add variations to the symmetry.
Last Edit: Apr 13, 2015 5:26:15 GMT -5 by cocerello
Post by JohnnyDean on Apr 12, 2015 13:41:14 GMT -5
This is a really old map of mine, for some reason I decided to make two separate levels, inaccessible one from the other, reachable with fire. Almost Team-DM like. This map ran real smooth on KMQuake2, but wouldn't run for it's life on base Q2, still with the excessive ammo placement. Something funny happened when I tried it with bots, they would stay in the introduction areas and blast themselves to death while I waited above with all the heavy arty, real thoughtful of them.
JohnnyDean, that's a common behavior of bots on lots of maps, even more if buttons, elevators, ladders or windpads have been used, or the flow requires jumps. Try my first map with bots and you'll get the same behavior.
you have to do a chain file (.chn) for them to work. The chain file has the info on where they can go on how and which routes can be taken and in which order. How to make it, depends on the bots you are using.
Last Edit: Apr 13, 2015 6:30:00 GMT -5 by cocerello
It depends on the bots you are using, but in the bots i tried out till now, it was something that needed to be done with any text editor or in-game, not with a map editor. Check the text files that comes with the bot you use for instructions.
Post by JohnnyDean on Jun 12, 2015 12:58:19 GMT -5
Hey CRYPT thanks for your input, glad you liked the map even with all its flaws!!! I got another one ready, and I'm working on a new one (pretty heavy, takes its time).
And then I have an idea going on, for another map. But this one's pretty complex, WAY TOO complex for either Radiant or Quark. I was actually thinking of doing it in 3D Studio and then export it into map, so I was wondering if anyone has any idea on how to do that...
Post by JohnnyDean on Jun 12, 2015 17:30:50 GMT -5
Yeah, I know what you mean, but it's an itch I've been having for quite some time!!! Still, I'll google around some and see what I learn. On the meantime I'll keep working on the maps I already started...