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sonicdm_dm1 Beta Layout playtest.

  • SonicDM
  • December 10, 2004 at 6:19 AM
  • SonicDM
    • December 10, 2004 at 6:19 AM
    • #1

    I'm running a server right now with this map running 24/7 in order to get feedback on the map layout and maybe suggestions on a theme.

    the server is 67.160.180.100 or download the map at http://%7boption%7d

  • ReNo
    • December 10, 2004 at 7:37 AM
    • #2

    Not a bad layout, played quite nicely with the group of us that were on. In its current early state I found it hard to know where I was at times due to lack of visual landmarks, but obviously that will be remedied as the map is detailed. Trap needs lowering in power, remove the somewhat redundant health charger from that room as well, and 3 ammo packs for the magum in there is probably a little bit too much. The super charger and a couple of magnum ammo will still provide a decent enough pull to take the risk

    I've a feeling this might be a reasonably tricky map to detail for the reason that it doesn't feel much like rooms. The majority of the level is interlinking corridors, widening when they meet, and it might be hard to make areas of particular visual interest. Will be interesting to see where you go with it though, good luck.

  • Tarky
    • December 10, 2004 at 8:34 AM
    • #3

    Overall I had some fun. But like Reno it will be tricky to detail, but if you can pull it off it will rock. I think some nice detailed ceilings would rock as well.

  • von*ferret
    • December 10, 2004 at 9:44 AM
    • #4
    Quote from ReNo

    Not a bad layout, played quite nicely with the group of us that were on. In its current early state I found it hard to know where I was at times due to lack of visual landmarks, but obviously that will be remedied as the map is detailed. Trap needs lowering in power, remove the somewhat redundant health charger from that room as well, and 3 ammo packs for the magum in there is probably a little bit too much. The super charger and a couple of magnum ammo will still provide a decent enough pull to take the risk I've a feeling this might be a reasonably tricky map to detail for the reason that it doesn't feel much like rooms. The majority of the level is interlinking corridors, widening when they meet, and it might be hard to make areas of particular visual interest. Will be interesting to see where you go with it though, good luck.

  • Minos
    • December 10, 2004 at 6:14 PM
    • #5

    Pics would be nice huh

  • ReNo
    • December 10, 2004 at 6:20 PM
    • #6

    Its just a basic layout, definately nothing to look at, so I'm not too sure there is much point to be honest.

  • Tequila
    • December 10, 2004 at 6:27 PM
    • #7

    Layout is quite decent, although It'd be nice to know what the style and sprinkling of physics objects will be. Perhaps a bit small? Not sure, I guess that may be because of the lack of details. Also, I think you should cut back on the amount of ammo; it's a bit too liberal, and for some reason the railgun... er, magnum, comes with more ammo than a player can actually carry. Considering the power that handcannon can dish out, it's a bit much.

  • mike-0
    • December 10, 2004 at 10:41 PM
    • #8

    pics would be cool for us people who dont have hl2.

  • SonicDM
    • December 10, 2004 at 10:48 PM
    • #9

    Its really quite ugly. nothing to look at quite yet. I have decided on a sewer theme and am implenting more vertical play and bring it together a bit more.

  • RD
    • December 10, 2004 at 11:24 PM
    • #10

    pick an interesting theme

  • von*ferret
    • December 10, 2004 at 11:24 PM
    • #11

    his map can either be a sewer or a prison, and since prison shall be over done like a free prostitute, he picked sewer.

  • engineer
    • December 11, 2004 at 6:29 AM
    • #12

    things

  • KidDynamite
    • December 11, 2004 at 6:33 AM
    • #13

    i had alot of fun playin it, was fast paced, tight, closed of area = own.

  • Algor
    • December 11, 2004 at 6:34 AM
    • #14

    I'd just point out theres a shitload of ramps going all over the place.

    Maybe cut down on a few of them if you can.

    A few more open rooms would be nice too. Not necessarily open as in huge,

    but anything like high ceilings or some feeling of space.

  • JynxDaddy
    • December 11, 2004 at 4:54 PM
    • #15

    Some of the corridors are a bit long?

    Now make it pretty!

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