Hi guys
After a few days of re-iterating I finally managed to come down with a more symmetrical version.
Like always the map is available here:
Hi guys
After a few days of re-iterating I finally managed to come down with a more symmetrical version.
Like always the map is available here:
Hi guys,
Contrary to the initial reply to this email, it seems I got a lot of feedback on this basic layout and that is great.
Don't worry Erratic, you said more about level development then I could have guessed on my own, so that for me is the best feedback there is.
Next Iteration will have the following changes:
- I will attempt to add more shape to the rooms, maybe make it bigger, and add doorways, cover, landmarks and other stuff.
- I will try to balance the weapon placements and weapon selection.
- I will Change the location of the two chargers since they seem to have less gravity for the player due to the large amount of HP/Energy that I placed around the level
- Add lights to support the theme.
- Reduce skyline.
Regarding the Level playability in its initial stages, I think there is a difference between how professional production and community mapping works:
- Production costs money and things need to be structured somehow in order for it to work, so game play comes first and it needs to remain fixed; however it is pretty clear that it rarely works out like that and many changes in the iterations will change the way the map feels and plays.
- Community LD doesn’t cost too much money, but it costs time and you get the liberty to do whatever you want, however in order to clear some of the clutter in your maps you need to make it appealing to people playing the game, so they would play your map and "bitch" about it so you can fix it.
Correct me if I am wrong, I am trying to get the hang of how each process works.
The reason it looks like a simple room with cover is because I want to focus on optimizing gameplay before focusing on the art, however in what state should a map be in order to for any relevant feedback to be provided?
Hi guys,
Here's my new HL2DM map - Triage Center
DM-Triage Center - An abandoned hospital converted to a triage center by the resistance.
Currently the location has been compromised transforming this place from a place of healing to a place of killing, however
the structure still retains tons of supplies making it a constant looting target for both combine and the resistance.
The map layout is rather symetrical however the item placement is not. It should support fast gameplay with lost of ways to get back on your feet.
It also has a small area hosting two charges at the bottom of the map.
This version does not contain any visual candy, instead trying to provide a focus on gameplay.
Currently it can be found here:
- http://hl2dm.gamebanana.com/maps/173146
- http://www.gamefront.com/files/23097845/TriageCenterV1_rar