#1 posted by Scampie [216.220.241.97] on 2004/01/19 08:26:49
I took the liberty of mirroring the .zip just in case angelfire gets overloaded.
http://scampie.spawnpoint.org/maps...
Glad you finished it Phait, I'll look when I get home tonight.
 Nice
#2 posted by R.P.G. [24.136.235.190] on 2004/01/19 08:41:56
Congrats on finishing it. I think I'll load it up in DMSP later.
Oh, and your link to my site is to an old address. If you wouldn't mind, the new address is http://rpg.spawnpoint.org/
 ....
#3 posted by Shambler [82.38.192.33] on 2004/01/19 10:07:58
Should have been beta-tested before release.
Layout has potential and there are some cool architectural touches (metal pillars, floor tiles, windows to outside).
But, aspects of the layout are cumbersome, the theme doesn't quite hang together, the sides of the stairs could be annoying, the weapon loadout is bare minimal and I doubt anyone will like it, the secret is naff bollox.
Basically a rush job, but some aspects do show plenty of potential - this could have been good.
 Nice
#4 posted by Gib [81.107.234.27] on 2004/01/19 10:09:30
I had a quick 5 minute blast with a reaper bot and the gameplay seemed quite good, there seemed to be a good balance with weapon layout, althogh there seems to be alot of ammo/weps laying about. Ill have a good go of it later. Good work and well done on finishing it.
 Dsf
#5 posted by gibbie [82.161.62.98] on 2004/01/19 10:51:48
Umm, wheres the layout? Connectivity is extremely bad, did you think about it at all? It has dead ends, bad stairs placement, bad item placement (no rl too??), pointless areas.
Apart from that it's ok, it looks pretty good with lots of different texs. Very old school. Tho some walls are really thin which looks odd.
Next time beta test your map!
 A Good First Shot
#6 posted by biff_debris [24.158.204.102] on 2004/01/19 12:43:13
Definitely need to work on a solid layout before getting so far into the details and such, the lighting seemed to me to be a bit inconsistent, and the scaling seemed to be awkward (a bit too snug in some places) as well. But the details and textures were nice enough. All I can say is that it looks hella better than my first dm map =)
 Hmm
#7 posted by Vondur [217.70.16.165] on 2004/01/19 13:40:08
For the first map it's quite ok. Looks like I returned back to the 1997 or something. Reminds my very first map Cold Halls somehow :)
Phait, continue growing! ;)
 Go Phait
#8 posted by windlash [67.161.121.193] on 2004/01/19 14:20:25
Good first DM map phait. I really liked the messed up tile part, think you should've put more of those in there :) The coloring of the level reminded me of DM1&DM4 stuck together. After loading the map I noticed the title said created in Jan 2003.. 2004 should it be? :) Keep em coming!
#9 posted by . [172.174.227.42] on 2004/01/19 15:59:20
Thanks for checking it out guys. A few things:
- Layout: This was the 5th layout I'd drawn out. I actually deviated a bit (there was going to be a basement area)... but of course I had to get all happy-happy-joy-joy on it. I thought it was small, but as a "first" release I wanted to get it done, and focus on 1 on 1.
I was originally influenced by id DM1, I don't know how much it shows.
-Weapons: I didn't want the RL in there, next map I will. I kind of wanted the GL to be used with the layout, I had certain areas where you could use it better. As far as ammos and placement, I admit that was a rush job.
-Secret: Yeah weak, but kinda fun.
I was going to have it beta tested but I got so caught up in the anxiousness of releasing. I'm just glad I did get it done, and I didn't rush it too soon. Whether anyone likes the map, I'm not too concerned - did it primarily for me. However for those that do like some parts of it, awesome.
Thank you for all the constructive crits I will definitely keep this in mind for PH8DM2; and thanks Scampie for mirroring :)
 Nice
#10 posted by PuLSaR [80.80.111.241] on 2004/01/19 16:30:42
looks good but too oldskool, but I like runic style anyway. Hope your next one will be bigger and with more varying textures
 Yeah...
#11 posted by pope [207.6.29.241] on 2004/01/19 20:06:32
y'know when I was offering, demanding to help beta test... you shoulda took me up on that aswell as others... :D
you RUSHED IT whhhyyyy oh why...
 PHAITDM
#12 posted by inertia [24.164.70.117] on 2004/01/19 20:35:08
for the love of god WHY DID YOU NOT LET US BETA TEST THIS MAP FFS ROMANS ON A FREAKING POLE?! goddamn
k. =[
 Because
#13 posted by . [172.200.29.7] on 2004/01/19 21:27:47
I'm stoopeed!
 Take No Notice
#14 posted by Megazoid [62.252.32.4] on 2004/01/19 23:04:39
My first map (if I ever make one) is going to be a box with one gun and a monster, and I'm gonna be damn proud of it too :D
#15 posted by . [172.200.29.7] on 2004/01/19 23:23:52
AS LONG AS IT'S A HUGE CRATE!
 Same Here! Great City Of Crates!
#16 posted by HeadThump [65.140.55.158] on 2004/01/20 00:22:54
We, the up coming generation of mappers scoff at such concerns as basic archetecture, good spelling, realistic design, supportive textures and variance from the almighty ninety degree angle. Yes, just as the Sex Pistols had to turn from the technical finese of the rock music that came before them and churn out half ass done rockabilly riffs in order to give birth to the revolution is sound synthesis that we now call the Clash, we have to turn away from the technical excelence of Vondur, CZG, Spog and Kell in order that a greater synthesis can be born. Yes, that is right, we, Phait, Megazoid, and I -- who I may add has not released a damn thing -- are the Sex Pistols.
 :O
#17 posted by . [172.175.184.239] on 2004/01/20 01:00:17
...
 Lol
#18 posted by Vondur [217.70.16.165] on 2004/01/20 01:15:31
:)
 I Will Make Up For My Inactivity Soon
#19 posted by HeadThump [65.140.54.78] on 2004/01/20 02:35:38
This is my evile plan for April Fools Day; there is a utility for doom wads called slige that autogenerates megawads. I'll generate a batch, convert them into Quake levels. Next step, add the berzerker power up to the Progs.dat file, and take out all of the weapons, making it hand to hand only.
After that, make textures out of photos from leather fetish and gay night club oriented sites.
Release it on April Fools Day under the heading, 'The Brass Brawler, 32 Levels of Fist Pounding Action!'
Can you imagine family friendly PlanetQuake announcing, '32 levels of fist pounding action!'
 Rofl
#20 posted by inertia [24.164.70.117] on 2004/01/20 02:39:31
 Cool Moves
#21 posted by kuroyasha [69.22.18.102] on 2004/01/20 11:09:37
Good show getting your first map out there! I'll play it up tonight. Sounds like it's full of detail and stuff. DEFINITELY betatest. Make a crappy version, so crappy that it would take like five minutes to recreate an entire area. Use that, work it, get inertia to play qw with you on it, get the layout perfect and then hit it with all the detail you can. recipe for tastey maps!
 Ph8
#22 posted by pushplay [24.109.0.211] on 2004/01/20 23:52:06
Good call on the windows upstairs.
 Pushplay
#23 posted by inertia [24.164.70.117] on 2004/01/21 09:13:43
its all for the sake of art, man
 Eibbig?
#24 posted by MisYu [80.55.110.78] on 2004/01/22 01:48:04
And what's wrong with dead ends?
 Dead Ends...
#25 posted by metlslime [66.135.128.76] on 2004/01/22 04:10:50
dm4 had one, and that's why dm4 was so unpopular.
 Missyou
#26 posted by Vondur [62.181.40.126] on 2004/01/22 04:35:42
when the map has dead end, gameplay ends up in cat & mouse fashion. i.e. dead ends destroys smooth gameflow.
ps, wtf with qurnel and the site? i'll erase teh account damnit ;)
 I Think
#27 posted by . [172.166.117.233] on 2004/01/22 04:43:26
Deadends can be both good and bad. Recall Q2DM1, where one of the RL is. Powerful weapon, but a risk getting it: dead end, and ambush from above.
I wasn't too sure how PH8DM1 would play, but it was for 1 on 1 so I didn't feel I had to go all out on flow. Opinions may differ. I'm going to do something better for PH8DM2, naturally.
 Vondur.
#28 posted by Shambler [82.38.192.33] on 2004/01/22 05:12:24
 I Don't See
#29 posted by Vondur [62.181.40.126] on 2004/01/22 05:47:36
any strategy there. only catching the moment when your opponent is away and thinks you're somewhere else but not in the dead end. you have to manage to get in/out of there during that rare occasion. and i prefer strategy in 'run and shoot' style of gameplay rather than camping deadends...
yes i suck and thx for the link
 Phait:
#30 posted by metlslime [64.124.188.211] on 2004/01/22 13:25:51
There was a second exit from the RL in q2dm1 -- you could rocket jump up through that hole to the hallway with the window. But obviously, you take some damage to get there.
#31 posted by kieran dawes [82.43.227.118] on 2009/07/04 16:38:56
y do you wot to now i do not now you so i am not telln you ok so glt lostr ok naw
 Yea Ok Naw
#32 posted by Mr Fribbles [118.208.166.253] on 2009/07/05 06:51:38
l2formsentences
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