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Q1DM Release: PH8DM1 - Detached
Originally an attempt for the 2nd Coagula map contest. I was pleased with how the map was coming along, but I had no idea where it was going because there was no pre-planning/concept/sketch work done - I pulled all this from my ass! There's 4 DM starts, 1 GL, 1 RL, 2 NG, 2 SS and moderate ammo. There is also 1 Megahealth and 1 Quad, if you can find it.

download and info: http://pherrous.phaitaccompli.com/ph8dm1.php
 
this was rather pointless, hrm 
No. 
pointless is expecting loads of praise for a pretty n00b map for game whose mappers are dwindling in numbers.


that being said, a few pointers: use more detail. there are tons of spots in this map where the floor texture, which is 32unit squares, are cut off by 16 units on walkways. why not put a line of trim there? also, there are a million idbase textures and variations on all of them. they also look good aligned to the grid. (i might point you towards the idbase megawad at my site -> http://www.chesapeake.net/~rjoneill )

and the items disappearing is a bug of worldcraft's fgd file and how it handles items. i think czg's fgd (whew) is at http://www.planetquake.com/greyvoid/quake.fgd

this map is ok, albeit unpolished/finished. far better than your first. keep mapping. 
Well, 
I wasn't expecting praise - I don't believe the map deserves much of it - critique, like yours, is what I was looking for.

Thanks. 
 
better than the 1st map.. but were are the armours ?
btw, do you playtest your maps ? 
Kinda-sorta 
if you consider using the reaper bot as playtesting..

if an item isn't in the map it's a good chance i decided not to have it there - could have slipped my mind, yes - but not the case for ph8dm1 
 
Maybe boomstick-only map also could be fun... but IMO leaving the armors out you cripple quake gameplay. And make it unbalanced.
The way this map plays : I got Rl first - you lost. 
I Agree 
chalk it up to focusing more on design than gameplay... but I dunno - I think if you're skilled enough you'll catch the RL bastard with about 50 nails and circle strafing.... if you have room :P 
I Agree 
chalk it up to focusing more on design than gameplay... but I dunno - I think if you're skilled enough you'll catch the RL bastard with about 50 nails and circle strafing.... if you have room :P 
Er 
im quite sure i didnt post twice 
><((((�> 
chalk it up to focusing more on design than gameplay...

They aren't seperate things... or at least, they shouldn't be. 
><((((*> 
I think design = gameplay - pickups. Personal opinion.

I have a bunch of comments for you:
-the light trim in the centre sunken circle should be been used around all of the ledges beside the abyss. It would make it easier to see where the world ends and look stylish.
-the ledges on the outside of the map aren't wide enough for my taste
-the light fixtures hanging off the wall with the sloped tops are cool, but I think the texturing should have helped them stand out more. Textures the inside fixtures slightly different (eg: same pattern in another colour) than the outside ones would be cool
-it would be nice if you broke up the symmetry slightly and gave one side a slight difference from the other. One thing you could do is put the floor back beneath one ramp and keep the other the same.
-that open ceiling is begging for an interesting pattern of brushwork
-when falling off the ledge the player is gibbed too early, you don't get the feeling that you really fell at all

I might come up with more later. 
BTW 
Havent noticed at first - it also lacks health (except secret MH), and if you fall somewhere from the outer 'walkway' you are not gibbed, you can sit there or even walk on the bottom of the 'voidbox'.
Playtest before you release. 
I Did Notice.... 
the error after i released it. hrmmph..

i chose not to have any health. 
Hmm 
Id like to do a coagula style map with a gothic texture set, is the sky texture just black all the way around? 
The Particular Sky Tex In My Map.. 
yes is entirely black 
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