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Duel Fall v2

Добавил: The DSystem
2009-08-17 22:08:00
7 просмотров
another skinny box, filled with skinny boxes. Surprisingly though, I was rather touched by it. On one hand I see poor execution. Poor texturing, uncreative weapons layout, and virtually no effort put into lighting. It's boxes, stacked with boxes, and more boxes, in one huge box. Enough of that though, this level actually reached me in one very important department: concept. It's very simple, a few speed-dependent weapons (golan, repeater) in a distance-based environment. In playtesting, it took quite a bit to hit of focus to aim and actually hit an opponent in several different, physics-based scenarios. Target at range. Target falling away/towards you. Target at same height while you are falling away towards. Target with cheeseburger. Target falling from same height as you. The only major bug I found was the kill entity at the base of the map. It isn't big enough to kill you if you're passing though it at that speed, and you end up at the bottom of the map with twenty something health. I really like this concept. A lot. I would like to see a little more detailed level geometry, some more platforms, different textures for different platforms/walls so players can keep a better sense of direction. Please, download this level and try it with a couple of friends. You'll hopefully see what I do, and maybe you'll get inspired! -Sared Overall rating: four out of ten cheeseburgers. New Textures: No New Sounds: No New Music: No Bot Routes: No Game Types: Duel[/quote] So what has changed since last time around? Well firstly there have been some textural changes so now the various platforms have different textures and stand out much better, on the down side though some of the textures just don't fit and there are just too many different kinds. There are also various platforms and sections of floor that will actually destruct when you jump/fall on them, which could be rather nasty if you already have low health! Some of them even bob up and down! As Sared said in his review, the overall concept of this map is very interesting, and with some more work this could really turn out to be something cool. My thoughts are though that the map needs to be a little less deep, it is so deep in fact that you can't see the bottom of the pit since the engine just wont draw it because it is so far away. I also think the platforms could be laid our a little better for ease of travelling both up and down the chasm and there are also a few platforms with missing textures. I would also like to see more time spent on the looks and architecture, maybe making the walls look more natural and rocky and turning the various platforms into features in their own right by adding more detailing. Overall though a good concept here, but it definitely needs some more work. I look forward to seeing what v3 might be like StarGateSG_1! Oh and one last thing, I definitely wouldn't recommend attacking your enemies with cheeseburgers, generally speaking I don't think they do much damage. Unless of course you count having a massive heart attack due to the amount of fat and other stuff in them. :P [b]New Textures:[/b] No [b]New Sounds:[/b] No [b]New Music:[/b] No [b]Bot Routes:[/b] No [b]Game Types:[/b] Duel, Powerduel ~Nozyspy~
Here we have a new update to StarGateSG_1's recent 'Duel Fall' map. First of let me copy paste in Sared's original review and then we shall have a look at what has changed! [quote] Here we have
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