Deep sea eh? That would'nt be for me. Stay safe, ORL.
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ORL's maps have been reviewed @ Underworld
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Honestly, I stopped playing the first episode in the first map because it hit upon one of my biggest pet peeves. The broken bridge with the warning message, yet the bottom is visibly and there is obviously no reason for it to be a danger to me... aside from the trigger_hurt that gibs me. Sorry, but sourceless damage pisses me off more than anything else in a map, particularly when it is an instant kill and the brush work doesnt even imply you should be hurt (I could take that fall in real life and not even wince on impact!). Some neat little bits when I noclipped around, but too many things that just outright turned me off.
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Are you referring to the bridge that had the "Don't fall" message when you were on it?
If so, yeah the fall didn't look deadly. Next time he can make it a bottomless pit or something.
It's not too hard to see how the maps could be improved upon for the next time ORL starts to make maps, but the thing I liked about them is that despite some imperfections, they were fun to play and quite different from the norm.
I'd rather play an imperfect map that is enjoyable to play, and in the case I never had any idea what to expect next, than some of the maps that are masterpieces with predictable situations again and again.
An example of a masterpiece map with sterile gameplay is A2D2 by Pingu. I'd play Orl's maps over that map and the ones like it, 10 times out of 10. Orl's maps were unpredictable and had cool, neat little things like winding ground tunnels and I also thought it was nice that for one, the monsters were living in an imperfect place as I don't see how monsters would be living in fine palaces and temples :d Do Ogre's look like they could build anything nice? They don't even dress well.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Originally posted by scar3crowHonestly, I stopped playing the first episode in the first map because it hit upon one of my biggest pet peeves. The broken bridge with the warning message, yet the bottom is visibly and there is obviously no reason for it to be a danger to me... aside from the trigger_hurt that gibs me. Sorry, but sourceless damage pisses me off more than anything else in a map, particularly when it is an instant kill and the brush work doesnt even imply you should be hurt (I could take that fall in real life and not even wince on impact!). Some neat little bits when I noclipped around, but too many things that just outright turned me off.
Well its to bad you didnt like the episode, everyone has different tastes in maps. But perhaps you might like the next one I make.
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I played 2 of your maps and I thinked they was a bit repetitive. If you do something different in each one,it will be very nice.
By the way,none of you thinked of creating some Serious Sam-like maps? No,really. It's like this: a huge map with no obstacles,nothing,just a square and some ground,with lots of monsters coming on your direction.
Wow that should be great. :d
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Originally posted by joao93I played 2 of your maps and I thinked they was a bit repetitive. If you do something different in each one,it will be very nice.
By the way,none of you thinked of creating some Serious Sam-like maps? No,really. It's like this: a huge map with no obstacles,nothing,just a square and some ground,with lots of monsters coming on your direction.
Wow that should be great. :d
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Originally posted by BakerIt's not too hard to see how the maps could be improved upon for the next time ORL starts to make maps, but the thing I liked about them is that despite some imperfections, they were fun to play and quite different from the norm.
I'd rather play an imperfect map that is enjoyable to play, and in the case I never had any idea what to expect next, than some of the maps that are masterpieces with predictable situations again and again.
An example of a masterpiece map with sterile gameplay is A2D2 by Pingu.
Baker, this is an interesting and good point you raise about the different types of gameplay. Essentially, i agree with you that some maps have too predictable (what you also call "sterile") gameplay. I also agree with you that ORLs maps were imaginative and different, and i mentioned this many times in my review.
I personally think A2D2 is a good map though, nothing wrong with the gameplay.
I think its all about balance, unpredictable gameplay is good, but it must be balanced by not being to unfair or weird/boring for the player.
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Weird/unfair game play is annoying, that is for sure.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Originally posted by sielwolf View Postyes, but you have to take into account that for an (new)author who knows his map inside out it�s not easy to imagine what might be difficult/unfair, proper beta testing is the key here I think.
Also, please explain what you meant by "proper beta testing".
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