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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Tue Oct 24, 2006 12:26 am Post subject: sm129 |

http://www.celephais.net/board/view_thread.php?id=10196&start=1826 The theme is traps, as you can clearly see Im linking this here simply to raise awareness as it is a straightforward and positively delicious theme for a speedmap, which I think anyone with basic modding/mapping knowledge could get into. Im basically just hoping more than the usual group will map for this one, so I have more maps personally to play and traps to attempt to outwit =)

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Mon Nov 13, 2006 7:10 pm Post subject: |

Ooh, and it's out, now! http://www.celephais.net/board/view_thread.php?id=50501

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Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Tue Nov 14, 2006 10:56 pm Post subject: |

IMO, the theme sorta made the maps a little annoying to play. Musta been fun making 'em though. _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com games fascination - My Game Development Blog/Journal

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Wed Nov 15, 2006 5:44 pm Post subject: |

My thoughts: Neg!ke: Very nice, though the action is too crammed into the opening bit of the map. Didn't like the slime dip towards the end, or the not so obvious crusher plate. Overall, reminded me of Duke Nukem 3D and some of the better Quake2 stuff. Something odd I noted though is that the spikeshooters shot spikes and not lasers. O_o
Omus: You are a very bad man. Rather sparse on action, but gains points for reminding me of ROTT and Scott McNutt's Game of Death. Even if the Crusher Walls are waaay too fast, and would have been better if they were slower and overlapped into each others tracks, it's still not too bad a map.
Efdat: Once again, I must award the best of the pack award to Efdat. This thing is really REALLY cool, and very easily could have been part of the original zerstorer mod. The Grenade Trap room was downright evil, but not too bad as long as you understand the nature of grenades. The only real gripe I have with it is that it's not immediatly apparent that you have to destroy the generator couplings to enable access to the gold key.
Overall a very worthy speedmapping pack.
_________________
"Roboto suggests Plasma Bazooka."
Last edited by Dr. Shadowborg on Wed Nov 15, 2006 5:50 pm; edited 1 time in total

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Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Wed Nov 15, 2006 5:49 pm Post subject: |

Dr. Shadowborg wrote:
Efdat: Once again, I must award the best of the pack award to Efdat. This thing is really REALLY cool, and very easily could have been part of the original zerstorer mod. The only real gripe I have with it is that it's not immediatly apparent that you have to destroy the generator couplings to enable access to the gold key.
Overall a very worthy speedmapping pack.

Agreed, and agreed.
_________________
woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal

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neg!ke Guest |

Posted: Wed Nov 15, 2006 8:27 pm Post subject: |

Dr. Shadowborg: yeah, my map was uninspired like hell. i had a few very nice traps (real traps, not just dangerous areas) in mind, but they weren't supposed to be - maybe because of the textures..? the falling ceiling was somewhat marked by the blood stains on the floor. i changed the laser shooters to spikes because the light emitted by the lasers would shine through the floor which looked silly.
thanks for the comments.

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