Very nice map with a good flow and interesting height differences, especially around the "parlor" area. This is perfect for carpet bombing techniques!
However, it lacks a bit of ammo for 4 or more player games: even if there are a lot of spawn points. You should tweak a bit the "item count" item parameters to solve that.
Texturing is very very nice, except maybe for the big blue elevators. Shading is really nice too, but maybe differences are too subtle in some places (like the parlor ground)
The only real issue is with the over-complexity of the architecture which cause major slowdowns on netplays with many players. Using custom textures for your chessboard effects could really help there, especially for the "Parlor".
This net map far exceeds expectations. The aesthetics, architecture and texturing are near perfect, and there are plenty of weapons and places for a good fight. The one and only problem is that the map is very cramped; I found that the shotgun and SPNKR became too powerful in such a cramped map. Nevertheless, a brilliant first net map. I can't wait for the map pack.
The flow is going to have monumental problems. There was a dead end of note in the bottom left; a large portion of the map is just one long corridor. Also, the texturing is very bland, and instead of putting a liquid texture to the floor, I think it might be a little more seeming to actually give them a liquid. Also, the map seems very flat, and too cramped. Open things up, and try to limit your hallways.
This is Nice...5 stars
Two things remain: 1. Still needs more ammo; it's particularly hard to find because the map is so spacious. 2. Research MML to fix that water fader!
You're just about there. This is a fun map, it just needs that final push.
So simple yet so effective. Win. But it still ruins COLORSPEACK.
The two new maps bring this pack from "good" to "excellent."
The only thing I'd change is to add a small amount of rockets to "Time;" with all that space they'd be balanced fairly well with the other guns I think.
How many more maps will there be before this becomes Maxipax?
So many buildings in this world are so depressingly ugly. Pre-fab monstrosities slapped together as if by washed up ex-Soviet architects, nostalgic for the good ol' days of the Bloc.
i hope that whatever it is Ryoko does for a living excites him enough to make up for the fact he's missed his calling--as the architect that might have saved us from this mundanity.
Make no mistake--these maps are works of art. Playing these feels like lobbing grenades down the hallways of a Frank Lloyd Wright. Just when you've stopped to ponder a clever stair, or the railing along a causeway--BOOM! Pwned for admiring the scenery.
One complaint i frequently have with netmaps is the lack of attention paid to variation of floor heights. Splitting up the floor levels does wonders for gameplay, as it forces you to look around--to be a true vidmaster, instead of just taking centred-view potshots on an even playing field. Every set of stairs in these maps also flows nicely--no leaping up stairs set too high, or ceilings set too low.
i appreciate a mapper who appreciates variation in textures. Not a single wall is uninteresting--even the large, flat-textured ones toward the end seem to set off the details in other parts of the map. That, coupled with the fact that surfaces are the appropriate size for their textures gives a feeling of a 'strong', 'finished' map.
Nice work. i'm inspired.
ADDENDUM: It appears i should trust my intuition...Ryoko does in fact study architecture. Should have known...
Suck it down.
I hear from a reliable source that this script ruins COLORSPEACK.
This script ruins COLORSPEACK.
This is excellent! So much fun!
Awesome! Been waiting for this baby. This is going to be a blast in co-op!
Perhaps players using a powerup (Invincibility, Infravision, etc.) should get less points, and killing a person with a powerup gives more points.
I like it. It really solves the problem of people staying dead, and when you nearly killed someone. I agree with Jackal- it'd be cool if a lower-tier kill was more points-worthy than a rocket or napalm kill.
This is a very cool script. It balances out the problem of players with less deaths and less kills being ahead of those that potentially did better. What would be really neat to see would be for the damage not to be based off of the physics. While this would complicate the script much more, it could be very interesting- e.g., a magnum kill would be worth more than a rocket kill.
I've always had an affinity with water-based levels, so I love the idea of exploring this place. Very well done. Also, I like the nods towards Trilogy levels, especially the thoth levels, and other architecture from My Private Thermopylae. The only quibble is a lack of varied texturing, but that's easily fixed.
As Ryoko said, my only qualms are the lack of ammo and the mono-texturing. keep the flickering lights, though. Makes it harder to shoot, I like that. To make it less annoying, you should probably lower the rate of the flicker. Really fun though, good job!
The idea isn't new but it's executed rather well. Having the player move as quickly as he does with the physics helps out greatly.
Some issues: 1. Basically the only weapons worth using are the SMG/shotguns; when you can fly, the grenades and rockets are entirely non-threatening. But... 2. There isn't nearly enough ammo for anything on this map. It's a huge map, but with myself and $lave we had trouble finding ammo. This is not good. I would also have some ammo floating around since no one will actually be walking on the ground normally. I think the problem lies in the item respawn rate, so I direct you here: http://www.pfhorums.com/index.php?showtopic=2403 3. The texturing is generally okay, but you greatly overdid the flickering lights. Static lights are quite fine. Generally speaking, the contrast is fine, so I would just get rid of most of your flashing and flickering lights; they're very annoying. Also, in one particular area you use the same light panel texture on almost every wall, which is really annoying. 4. This level is absolutely enormous and most of the side rooms are completely extraneous. In addition to its size, the multiple pits and the messed-up radar make it very difficult to find someone who's hiding. Uncheck the Magnetic radar setting. 5. Getting rid of that water fader is really important. I would embed mml to remove the fader entirely. On that note, merge in the physics, because the level is absolutely dependent on them.
This is a pretty tired idea but probably the best execution of it I've seen; it's just rough around the edges. Fix these listed problems and you would have a solid map.
HIVEMIND clearly states:
P.S. This is my first map, sorry that right now it is a knockoff, but I will edit monster/BOB flow later, sounds, etc.
Once he edits monster/BOB flow, sounds, etc. it will not be a knockoff. Ever heard of pubic beta.