Robot Calm
Robot Calm by StormShadow[NT]
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HelterSkeleton Rep. 5029
#7   11 Aug 2021
I've played this map extensively now and think it suffers from the following shortcomings: 1. the MH and RA respawn times are too long! They need to be cut down considerably. 2. there are a couple of spawn locations that are not close enough to anything (weapon/health) leaving players really exposed who re-spawn there. 3. where there is a 25 health in the back corner of the RL platform opposite the teleporter: a bouncepad really needs to be there, and 4. at the ground level corner beneath the MH there needs to be a health: that area is really barren and vulnerable. Given that most of the powerful items are weighted down the far corner, gameplay tends to gravitate toward this area. Which brings me to 5. a quad spawn (or haste) never goes astray on a FFA map, and putting one down the opposite corner from the YA/LG/RA/PG/RL end would have attracted game play back towards this area. It would need some map extension back here to accommodate it unless you wanted to swap it out where the MH is. This all would have greatly improved the playability and the flow. Having said that, if these are my complaints the level design itself is pretty solid. And I liked that the metal beams weren't clipped. While you can get stuck on them, they also offer protection from weapons (especially rg) when traversing those long corridors, and set up for some nice (even if sometimes sadistic) frags. overall a good job.
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Mr.CleaN unregistered
#6   16 Jul 2001
Not bad at all for a first release. There are a couple nitpicky texture things here and there, but overall a nice use of the textures, thanks for using them. =o)

I reall haven't had a chance to do anything other than explore the map on my own, but hopefully I'll get a chance to put it through a workout at the LAN I'm going to this week.

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StormShadow unregistered
#5   15 Jul 2001
Thx alot Octuovus, and yes it is my 1st map, and im quite pleased with it. I think the clipping is a bit of a problem, but i also think it doesnt detract from gameplay too much...

I put the jumppad because i wanted the platform to be raised so i could add a couple trick jumps (there are a couple trick jumps you can do to get to that platform in the rail room) and also to give off a sound cue and make it maybe a little more difficult to get to the RA without anyone noticing.

Thx alot for your comments =)

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Octovus unregistered
#4   15 Jul 2001
I noticed the snagging, but it's not so bad as the comments might make you think...

The level is quiet in places, but not so much so that it detracts from the gameplay. In fact, the game flows quite well, and I liked the custom bounce pads. In general everything worked out; the combination of Yellow Armors and armor shards made for a bit too much armor a bit too close together in some palces, but that wouldn't really matter most of the time.

Over all, great job, I mean this is the first released map? I don't know, that's the impression Juz gave...

However, I do have one comment: In the railgun room, there is a bouncepad nearby which leads to a little walkway, and the only place you can go from there is across and down into the little puddle room. This seemed kind of over kill for such a small connection point, perhaps just having an extra hallway there would have sufficed.

At any rate, great first effort, well deserving of the 8 it gets from me :-)

-Octovus

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not entered unregistered
#3   15 Jul 2001
Terrific architectural feel. Great flow.
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StormShadow unregistered
#2   15 Jul 2001
Thx |3FG, im glad it got a (pretty) good review too :)

Thx for the beta help!

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<|3FG20K>/SouL-Cr][s][s unregistered
#1   15 Jul 2001
Good job man! I remember when you gave this to me over IRC when you were still building most of it. I'm glad it got a nice review =)

<|3FG20K>

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