Btw, it's cool that you got mad:-) I would be too if I was you and saw that post.
My apologies: I do have a tendancy to be blunt and to the point.
And no doubt, when my duel level is out, I'll cop similar flak:-)
I thrash duel levels all the time. I never download any other type of level, and Promode is the centre of my existence. I live for duels.
I don't judge levels by asthetics. I never have. As some other posters here now know, I play Q3JDM8A a hell of a lot. And THAT is one ugly map. But layout is excellent, and the item balance is great.
Like I said, your level DOES have potential. Just review some of the layout and item placement, I reckon.
Remember, I didn't say your level sucks. It doesn't.
The gameplay is simply too predictable, that's all.
I got quite mad at hubster and got a bit carried away back there. Obviously the level wasn't really prepared for the highly critical look of fellow editors, but i still hold my statements for true. If i make another map i will try to get feedback from other mappers before the release. (keep in mind that this is my first map)
Secondly, the +5health orbs in the tunnel might look somewhat gimmicky at first sight, but they certainly don't have any bad impact on gameplay.
Secondly, Hubster: the map is beta tested quite alot, mostly against duel players. The 3 mins you gave the level cant possible give you any idea of the impact of the item placement in general on gameplay. Nonediting duel players also seem to have another view on item placement in general, they dont judge the item placement by some dogmatic theory, but instead comment on the effects they have on actual gameplay. The same can be said about the empty area beneath the RG, it is indeed supposed to suck to fall down, that is the sole purpose of the area.
I hope i could explain my points without being too defensive :)
Btw, i'm planning a rerelease of the level since v1.25 took away the splash damage through the grates that made the red armor somewhat risky to take. I might also remove the +5 spheres and add some ammo beneath the RG (not that the latter two things will change the gameplay in any sense, but i do everything to please people :))
Yes, I did vote. Pretty sure I did.
I like this sort of a map (since most of my games are 1 on 1 on my little lan). Oh well, I'll redownload it. Maybe something got hosed the first time I was getting it.
Things should be better now, I need to set up some test servers and see what happens... as soon as I get some time...
and where the heck is mothership?
Is the texture in another map that I'm missing, I don't know, threewave perhaps? No one else mentioned it, that's why I ask.
Anyway, not a tactical map by any means. Some fun ideas here though; a few "combat spaces" that aren't like the usual thing. Might as well check it out.
A shame though, that this should be the case.
Behemoth: level does have some potential. It's clearly obvious that you have the ability to make some nice brushwork (I envy people who can make nice curved staircases), but a re-release for your layout and item placement is a necessity if you want your level to get the respect you would like through your work.
Asthetically there is no problem. I quite liked the simplicity of your chosen texture set, and the ambience was nice as well.
A circular, sweeping level is a cool idea (take FFF as a great example), but you need to think harder on your weapon and item placement (eg extra health balls near the MH??? Why?).
Get your friends to beta test your level, adjust it's layout and so on, and re-release it.
I'd love to see your level get to where it could be - still sitting on my HDD:-)
A good effort, but not quite there.
5/10
Loading...
Search for a map.
Results will appear here.