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DM_Fairytale Beta1

  • von*ferret
  • July 27, 2004 at 6:54 AM
  • Ewok
    • July 30, 2004 at 9:50 PM
    • #21

    Nice overall effect but I think rough around the edges for sure. I can't bare tex misalignments much and there's some really messed up examples in your map. I know some are meant to attain an effect but i'm talking about the general.

    Also, the brushwork is good and bad, some areas you achieve a certain freaky style and others it almost seemed as if you didn't know what to do and ran out of ideas. Like some doorways are awesome and others are just ineffective. Very intricate work though, must be hard.

    The waterfall idea is cool, but screw that in multiplayer because that thing is faulty ass. It needs to be easier to get up there, right now it's lank hard (well for me.) You keep on bumping into the cliff. I suggest just flattening the brushwork in that area.

    Also add some custom sounds to your level, it adds loads of atmostphere. I like seeing someone else but me use sprites well to glow the window lights. I must say, you have a very good lighting in my opinion.

    Models are sex.

    Keep it up fetter.

    - Ewok

  • von*ferret
    • July 31, 2004 at 12:45 AM
    • #22

    your comments are appreciated, though in the most cases they are hollow. YOu are saying I have good and bad brushwork? Fine, leave out what the good brushwork is and tell me what the bad brushwork is? Was it the door ways? what are you talking about? Get more indepth or I'll have no choice but to ignore your comments. I'm glad you like the lighting, it was a fun experience. The waterfall was a great idea and still is. the playtesters all agree that while it is hard to learn at first, they love it in the end because its different and fun. So I'd say stick with it and try it some more.

  • Taylor
    • July 31, 2004 at 1:11 AM
    • #23

    Where's the fairytale elements? It just seems surreal (not that there's anything wrong with that, it's cool). There's a gingerbread house, and?

  • von*ferret
    • July 31, 2004 at 1:22 AM
    • #24

    Enchanted house, hobbitville (hobbits aren't relaly a fairytale but give them 100 years), Hansel and Grettel, and Alice in wonderland. I'm trying to fit in enough time for ALi Baba and the 40 thieves.

  • st0lve
    • July 31, 2004 at 5:09 PM
    • #25

    BST EVR FOREVR~~

  • Campaignjunkie
    • July 31, 2004 at 8:48 PM
    • #26

    From what I've played, you have to treat the waterfall kind of like a bounce-pad. Have your back to the cliff, walk forward then jump - the momentum should push you over the edge in one piece. Or at least that's how I've been doing it. Doesn't make a difference though, I still get wasted in playtests.

    Shotgun way too dominant in this map though, IMO.

  • Zyn
    • July 31, 2004 at 8:50 PM
    • #27

    So, uhm, where's the beta? :-? Or my eyes are malfunctioning...

  • Ewok
    • August 1, 2004 at 11:24 AM
    • #28

    The fact that I have to reply to this is stupid. Good and bad meaning, in some areas it's ok and in some it's bad. Gosh, not that hard. I was being general, just ask (like you eventually did while saying I didn't make sense.) That doorway by the mill and one in like a kids room looks silly. It doesn't look wicked like in Alice. But in the inside area there is circler doorways which does work ... good and bad see.

    Quote

    The waterfall was a great idea and still is.

    Wow, nicely put, basically you don't really care what anyone thinks as long as it's great for you. The point is the average gamer can't make it up there without "practicing", which in turn makes it crap NOT nice. Because in Deathmatch, there is meant to be SPEED, not oh **** I fell down and lost health because of the cliff face ergo -bad brushwork-. You want to have a flowing map that you don't get stuck while rushing about causing mass carnage. Take n@rby for example in de_quarry, the fire extinguishers on the wall are walk throughable because it's annoying getting stuck in extruding objects while in a gun fight.

    Before taking offense to criticism at least try and see where the person is coming from before dismissing. Cause then you piss them off.

    *EDIT - Sorry, I was angry and you didn't derserve they method in which I typed this*

    - Ewok

  • von*ferret
    • August 1, 2004 at 6:00 PM
    • #29

    Ewok you missed the point in my reply. I didn't mean to antagonize you rather point out that you commented without examples, which did me no good. Thank you for your comments I will see what I can do about fixing them up, but what you ask is a lot of structural work and I dont have time to do it all if I'm about to put this into the competition. There will be another way out of alice in wonderland (alice does not comprise of the whole map btw, just the basement). The waterfall is hard at first, yea, but everyone says so far that they like it or at least can use it. Its a pain in the butt but beats a huge ladder or steep ugly stairs.

  • tnoh
    • August 1, 2004 at 6:10 PM
    • #30

    So when the beta/final will be downloadable for all? I wanna play it soon :!: :!:

  • von*ferret
    • August 1, 2004 at 8:35 PM
    • #31

    when its done

    I"m going to add another area cause everyone agrees its needed and then I"ll release.

  • Minos
    • August 2, 2004 at 3:01 AM
    • #32

    cool skybox

  • von*ferret
    • August 2, 2004 at 3:19 AM
    • #33

    its Chalupas @ http://ferret.hl-nightwatch.net/atmosphere/

  • Bill
    • August 2, 2004 at 8:44 PM
    • #34

    Crazy lookin' stuff, people still continue to amaze me with what life they can suck out of the HL engine, very creative

  • -Stratesiz-
    • August 3, 2004 at 11:05 PM
    • #35

    The version I tested was BRILLIANT!! Simply INCREDIBLE brushwork!! STUNNING!! AMAIZING!!!

    Pics don't do justice to this map!! ~~~~~111

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