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Author Topic: Lorbog's Maps UPDATE (June 5, 13)  (Read 2573 times)

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June 03, 2013, 03:19:51 AM
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Offline lorbog

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  • Date Registered: May 30, 2013, 05:09:36 PM

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Lorbog's Maps UPDATE (June 5, 13)
« on: June 03, 2013, 03:19:51 AM »
Well these are my my maps. Tell me what you think.


Simulation
Spoiler for Hiden:
My first map :) (has a ship)
Music from here: http://www.nosoapradio.us/
Screenshots:
Spoiler for Hiden:


Download: http://camoy.sdf.org/wads/files/testmap_1.wad

School
Spoiler for Hiden:
A map based on the layout of my school. (I made this just to put this song in it)
Song: (play the map first i want it to be a surprise :D) http://www.youtube.com/watch?v=hnL-XglIhD0
Screenshots: Coming soon...
Download: http://camoy.sdf.org/wads/files/school.wad

Boo's Mansion
Spoiler for Hiden:
Coming Soon...

June 06, 2013, 02:28:52 PM
Reply #1

Offline Chauer

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  • Date Registered: November 16, 2012, 12:00:06 PM

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Re: Lorbog's Maps UPDATE (June 5, 13)
« Reply #1 on: June 06, 2013, 02:28:52 PM »
OK, I'll try to criticise these.
Let's start with Simulation.
What we have here is a test map, and it does a pretty good testing job, but it's nothing more than a test.
    -The narrow maze thing hinders the fast-paced deathmatch
    -The ladders' graphic isn't appropiate
    -ARGH GOD WHY DOES ANYONE NEED A 1200 HIGH SECTOR
    -There's a large number of independent and teleporter-connected places, which turns any deathmatch weird
    -You can go out of the window
    -The textures are monotonous(everywhere), look out of place(the ship) or are just plain missing(a pillar, the window)
    -The map is absurdly large, which turns any deathmatch into some kind of a hide-and-seek game
    -The clock-trees have no collision
    -The music. Please, at least insert a chiptune track.
    -I doubt the Homing Sniper area should have wind instead of conveyor belts
    -The checkered design was kinda pointless
    -Try adding the sectordamage types
    -I see you use zero height sectors for walls. Try removing the unneeded sectors.
    -Try using straight lines instead of curves
    -The boat sector is huge and has lots of unused space.
    -The deadly sector in the maze should have a warning it's dangerous
About the pillar:
Somewhy in Zandronum, if a single texture of a linedef is seen, it's always the middle one.

The school map has no point in my opinion. The classrooms and the corridors are bad fighting spaces, the tables offer a near-infinite amount of health.

June 06, 2013, 09:51:33 PM
Reply #2

Offline lorbog

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  • Date Registered: May 30, 2013, 05:09:36 PM

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Re: Lorbog's Maps UPDATE (June 5, 13)
« Reply #2 on: June 06, 2013, 09:51:33 PM »
Thanks for the feedback, I'm glad someone commented on this :D

June 11, 2016, 09:19:20 PM
Reply #3

Offline Samuel

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  • Date Registered: June 06, 2016, 11:59:18 PM

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Re: Lorbog's Maps UPDATE (June 5, 13)
« Reply #3 on: June 11, 2016, 09:19:20 PM »
Dear sir, might you be interested in reuploading the download links to your maps?
Dear heavens, I cannot find them anywhere! I'd really like to enjoy them, so please heed my request.


 

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