@deQer: if you cant take my rating then I'm just going to have to give a 0/10
Maybe I just want too much from my single player experiences, but I really like how serious and critical Daz is about his work.
Well, even though I'm still in production of my first map (Just about ready for a beta release), I would be happy to read the advice that other people give me. If it's honestly the bad things or the things that I could improve on my map, I would just take in the advice and try to make a better map next time. If there are good things in the map that are being mentioned in the review or comments, that would give you an understanding of what certain people like about the map. While you can't please every person with one map, you can take in the advice of everyone else and hopefully make it to suit other types of people with another map.
I wouldn't give up mapping if I get a bad review, comments or ratings for a map. Like I said before, you can't please everything with just one map. And above all, people like Tigger-oN, fkd and Emerald Tiger know what they are talking about, since they have made maps in the past, and have also taken in advice from people on how to make a better map next time. Not trying to say your in the wrong about taking in the advice that other people give you. It's your choice, take in the advice or just throw it away. But it wouldn't hurt to read what other people think about your map and how you could improve to please other types of people in your next maps.
After all, this is just my opinion about this whole situation. But it would be wise to read over the comments, and also know that to you, a good map could mean a bad map for other people and vice versa.
Before even starting to make my own maps, I had played countless numbers of maps from here (About 500 maps in total that I still have), and found things that worked, things that didn't, things that could have been improved and things that weren't at all favoured to my type of liking. And the one motto that I always go by is: Never give up, no matter what other people say.
Edited: 13 Jan 2012 AEST
As others have pointed out this map isn't perfect, but it is above average at best if comparing it to community-made missions in previous Quakes. The layout and objectives are dull and boring, so are the aesthetics - and that's coming from a Quake II fanatic.
The voice samples don't have much of a military radio effect, and tbh 'alriiight Marine' sounds too informal and doesn't fit a military radio communication too well. It is repetitive and can get irritating quite quickly.
It's got to be immersive, credible, interesting and fun to be a great SP map. This map isn't any of those. It feels like an experiment, which it may very well have been.
Add what others have said to the above and it's a 7/10 from me (and 2/10 for that piss-poor review by CZghost). You really can't say it deserves a 10/10 - that would be rating it on the same level as Sock's The Edge of Forever which would be dishonest.
Edited: 13 Jan 2012 AEST
To be completely honest, I've seen way better visuals from Quake (original) releases, not to mention gameplay.
If you wanted a pat on the back, go ask your Mother what she thinks of your release.
If you want to be a creative person (that is someone that makes anything for other people to appreciate) then true criticism can be rare and extremely helpful. If you want to ignore it, that is fine, but it sounds like a job where you are told exactly what to do may suit you better.
Also, what would be the point of showering praise on a release that does not deserve it? ..::LvL would be simply an ad for mappers, not a review site. There would be no credibility or reason for visiting the site.
Honestly goes a long way and you don't seem to want to hear it. IMHO that is sad. I really wish people were as critical of my first releases as some have been here.
Plus, aesthetically it's not all that great IMO. There are very gray, drab looking areas and it can be seen even in the screenshots. It could be worse, yes, but it's still worth noting.
Congratulations on being the first E+ mapper, but don't use that title as an excuse to be rude. You need to respect the players and mappers here because they tend to know what they are talking about, especially fKd and Tig.
Edited: 12 Jan 2012 AEST
Any suggestion? :(
i guess i am missing something....cheers.
Anyway, I hope to see many more maps for EntityPlus. I just love those single player maps for Quake 3 where you fight monsters while trying to complete the level.
I have a suggestion for a cool SP map. I'll try and get it on the forum if possible.
Keep 'em coming!
Other than that, a good release. Everyone should check it out, also check out the "Testing Procedures" map by Eraser, available at the mod's site.
With regard to your suggestion about having the elevator stay there, I agree, and I remember doing that in one of my Quake 2 maps. However, it's a known bug for Quake3 that the "wait" "-1" does not work on func_plat as expected, so I can't have it stay at top.
I will explore other ideas/ways on fixing this bug. For example, perhaps I will try a floor block instead of a wall block (invisible door), so that you cannot fall down anymore.
Edited 682.67 days after the original posting.
The elevator bug is a real one, step off, then wait, then step back on the roof. You (the author) can not tell a player how to play your map. You made the environment and your environment (at the moment) has problems. The best fix for this would be to 'lock' the elevator in the up position. There is no reason for it to go back down. One more bug fixed.
The fact that there are secrets in the maps means you want people to look around and try stuff.
The weapon issue can also be fixed with some careful item placement or simply including an 'armoury area' with the weapons the player is expected to have near the start of each fight.
Seriously, you can't be serious about mapping if you are upset when people have played your release and give you real feedback, not pats on the back. These are real issues in your work, but there are easy to implement solutions. My suggestions are just that as well, suggestions. You can take them or leave them.
As to the fact that no-one else found these issues, well, what can I say other than I guess I have more experience than your beta testers :]
I want to see great EntityPlus releases, I love the mod and think it is fantastic. What I've seen so far is disappointing and buggy, but it is a start. Lets all work together so we can all play some great maps.
Suggested Solution: After loading EP, use console to load the map directly with "/map krep1"
Unfortunately, I was unable to reproduce the bug for when you lose your weapons after dying. I have "backpack" brushes setup in every location where a player can possibly die, and I remember specifically testing all that. As for ammo, I tried to keep it short; but I do provide a lot of ammo at the end of the map.
Edited 685.09 days after the original posting.
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