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PH8DM2 Storage Facility 1031
http://www.phait-accompli.com/q/maps.php

Once notorious for housing some of the deepest military secrets from weapons to data, SF-1031 has long since been abandoned. Though some of it's arrays of electrical networks and other technologies are corroding away, it has been cleaned out and modified to serve as another deathmatch arena.

Inspired by Tyrann's "Aggressor" & Biff's "Daedalus Revisited".

Much thanks to blackpope, blitz, kell, shambler, vondur, zwiffle* for testing, suggestions, advice and all that. Also thanks to those for feedback in screenshots thread and general encouragement.

* Yes Zwiff, even for your harshness ;)
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My Thoughts... 
After 1500+ brushes, a week of work and getting burned out doing TRIM ALMOST EVERYHWERE:

What I Learned
- people prefer tighter maps (also offers better r_speeds)
- big FFA and team matches aren't as popular these days, so why cater to them
- breaking up walls is good
- for me, a rough layout first with feedback then progression works well
- nailgun can easily be dodged, use super nailgun
- 2 rocket launchers in bigger DM's is better than 1
- good flow is essential, but not too many shortcuts as some strategy is required
- people hate crates, at least 2x normal size
- clip where necessary - also add clip per step to reduce jitter
- details are good, but don't go too overboard (I think I kinda did) 
:) 
rather nice and clean map :)
must be good for 2-4. 
Thanks Von 
For helping too, very appreciated.

I just noticed a misaligned tex on the top surface of a crate, no biggy but will correct later. ^_^ 
Phait 
I reccomend you remove file and beta test more...you had a lot of work to do since I last looked at it only a day ago. I haven't even gone back through it yet. Be patient FFS. Already you've found you have a misaligned texture -- dude people aren't gonna play 6 different versions for every time you find a new error.

I strongly urge you to beta test some more before you release it. 
 
who cares about misaligned texture 
:) 
not bad but i already got a file with that name in my quake/qw/maps directory...and the map is also made bye you...eheheh but complitaly diferent!!! 
Another Quibble 
The spawn on the level above the YA, below the top SSG is facing the wall. Surely it should face the room?

Nice map though. Very appealing visuals. 
Misaligned Crate Textures 
Are obligatory. 
Shambler 
Are you joking ?? 
Nice Map 
Two complaints:

1. using minlight alone to light certain areas
2. using a shootable button texture on anything other than a shootable button 
Fixed 
I fixed the misaligned tex and the spawnpoint direction.

Metl:

- minlight: is this what you might regard as a flat area? There's some of those.
- shootable button texture: I kinda thought this might be a bit confusing too, but I put them there for a little effect, something to kinda get that ceiling bit to stand out some. In earlier stages I used a couple textures that people wouldn't agree with either, but I was trying to find a new way to use them. But in pretty much every case with people, it just doesn't work. I guess that's what to expect when everyone has known a button as a button and nothing else :) 
Phait 
While I think this version is a ton better, there's still problems with it. I would take Blitz' advice because it is shaping to be quite interesting.

I have 3 problems though.
1) The upper area rocket launcher is horribly designed. It is incredibly easy to camp. You only have one way up there, and one one-way teleport into the area at the top of the stairs (the other way into the area being the stairs themselves.) But, it wouldn't be too hard to fix. If you add a two-way teleport, or change the one-way teleport to a two-way teleport on the catwalk you recently added it would be a lot better. You couldn't be able to camp it nearly as easily.

2) The YA room used to have 4 exits, now it only has 3, which I suppose isn't a real problem, it just seems like a teleport where the 4th exit was would be appropriate for a small room. (It is easy to get caught and have no where to run, because all the exits are on the same side.)

3) General dead-ends. Possibly except for the Quad, dead-ends should be closer to the route so if they spawn right in front of a player they don't get caught as easily. There are 2 dead-ends I can think of off the top of my head which would be easy to move onto the route, 3 if you count the ammo by the stairs in the YA room.

Other than that, it looks a lot better than the previous version I tested and is shaping up very very nicely. 
!!! 
That has to be the cleanest looking Quake map I have ever seen. Great work! 
Gr8 Cr8, Ph8 M8 
Has a crate ever been more slanted without a robust physics engine...?!?!

http://kell.spawnpoint.org/screenshots/ss-ph8dm2.jpg

I mean really, how long did you spend on the texture alignment? Now I know why you profess to be a perfectionist ;) 
Phait... 
...I'm not much of a DM player, but I like to test the maps in DMSP... when I tried to unzip the map to the appropriate folder, I found another map with the same name, went to check and found out it was yours(at least I think so, don't remember where I got the other)!!!! Maybe the biggest bug is the name? ;P Anyway, good map thank you! 
Well 
looks nice, don't know 'bout the gameplay, but visually it's much better than all your previous work 
HI 
Things i think you should have worked on:

- Lighting. Spend more time on it, this looks like a 30 mins job. And DONT use minlight, use delay 3 lights if you want to give areas a minlight value (this creates interesting shadows as well!).

- Visblockers. To decreare r_speeds and to improve design (it feels weird not to have some sort of hallway between two big areas).

- The blue metal and brownish floor textures look odd. You should have replaced them with some more suitable ones with tiles.

- The ladders aren't very pretty. You should have integrated them better into the design.

- Layout wise it is interesting, but sometimes flow is bad (quite a few dead ends).

These are some of the obvious flaws i spotted. Apart from that it shows promise! It is much much better than your previous map.

Sorry for this long comment, i was bored :) 
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