Anyway, this map is pretty cool even if it is a conversion from SiN. I never played SiN, never will, so it's new to me.
I guess you guys hate all remakes of songs and movies as well, huh?
I think most will agree with me here.
If one wants to do a conversion do it the old fasioned way....By hand. It will look better, play better, And the scaling will be just right. Also when doing a conversion..put some imagination into it.
I'm redoing the old map Dead simple for the PureDm contest. All I'm doing is keeping to the basic layout while not making it so flat booring and square looking. I'm making it so that it looks like it was made for Q3A. No flat, walls, buildings, etc. It will also have natural terrain. I'm using mostly base textures and a custom night sky that I'm working on (fingers crossed that it turns out well...so far so good). I'm not going to tell you guys everything I'm doing to it..you'll just have to see.
I think by now you know what I'm getting at. Also this will be my only conversion that i'll release as it's for a contest as I enjoy my own map ideas. It's a doom2 map that will look way better than the orignal (Duh!) and most importantly (And you'll know I'm telling the truth) It obviously won't be a crappy bsp conversion that I'm going to slap my name on.
I think the biggest drawback to this map is the layout and architecture. It needs something more, but I don't know what. Maybe just a little more ornamentation would have done the trick. The teleporters were also a little weird. I didn't know they were teleporters until I walked over them.
Not a bad map at all, just not my style.
I didn't think the background was really bland at all. The choice of texturing gave the map a very cool "feel". More variety would have deviated from the theme.
The layout is nice, though seemingly a little oversized in places (though not to the point where it becomes anoying). The item/weapon placement was iffy in parts. Specifically, there is never a reason to have two red armors in a level like this. Also, I fail to understand the point of adding machineguns....?
I guess this map proves me wrong. Whilst the layout is not bad with a reasonable flow and ok connectivity I simply can't stand the blandness of the background.
The author has made some efforts at decoration (though it did seem very dark on my system). But at the end of the day I believe there are better maps out there that supply on both game play and eye candy. Not the mention technical execution. Hwoever no-ones perfect and we all muct start somewhere. I think Jon did a ok attempt at yet another conversion of a SiN map.
As a general point I've seen quite a few SiN maps converted and whilst I din't have anything against conversion per se I've always said that game engines are different and maps are built to suit both playability and those engines. SiN was basically a TC of a slower engine that included slower movement mechanics. As such th emap must be tailored differently. I like th ereal world feel SiN brough to the mix (much like Duke3D - how come there aren't more of those maps converted?) but in the end the maps fall flat on Q3.
Because by their conversionist nature they don't take into account the added benefits of the Q3 engine, weapon systems movement etc.
So while I try out evey map converted or not with an open mind and fresh attitude (even looking forward to some maps such as this one with fond memories) I often find they just don't work.
this map is great
it played just like it did in SiN (the second best fps so far)
plus it looks damn good
"oh it's a conversion" "oh it's not original"
why is it everyone seems to love all the quake1 and quake2 conversions?
you people make me sad
Ehh... my opinion might be just little bias since I think that sindm9 was the best map of sin, and Sin is (=was) the best game.
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