Author Topic: [Release]Wide Open Spaces  (Read 2431 times)

0 Members and 3 Guests are viewing this topic.

Offline Forge

  • Battlelord
  • *****
  • Posts: 1,934
    • View Profile
Re: [Release]Wide Open Spaces
« Reply #45 on: June 11, 2010, 03:29:15 PM »
A missed wall aligned sprite to seal off the ceiling-roof sprites and floating cactus
"Silflay hraka, u embleer rah!" - Thlayi

Offline Forge

  • Battlelord
  • *****
  • Posts: 1,934
    • View Profile
Re: [Release]Wide Open Spaces
« Reply #46 on: June 11, 2010, 03:34:19 PM »
The touchplate only affects one side of the view screen. I viewed it from the other and never set it off, so I did alot of wasted wandering because the touchplate should have encompassed the entire sector around the viewscreen to ensure it was set off.

The roof hole only worked properly going down, it's very buggy when going back up.

All these things are easy fixes and a few adjustments to the alien/ammo/health ratio would have improved the map tremendously.
"Silflay hraka, u embleer rah!" - Thlayi

Offline Forge

  • Battlelord
  • *****
  • Posts: 1,934
    • View Profile
Re: [Release]Wide Open Spaces
« Reply #47 on: June 11, 2010, 03:39:05 PM »
edit: I still won't review your maps though until I get a full, publicly released apology from you stating how wrong you were to say that I had no qualifications to do reviews because I never made a map. You don't think I'm qualified to review, ergo I won't review your work.

OK.I admit that I was wrong.You yourself is a mapper,so...

Apology accepted, but be careful what you ask for. I'm impartial when I review. I will give you props for the good things in your work, but if something is messed up in one of your maps, I'm going to pan it.
"Silflay hraka, u embleer rah!" - Thlayi

Offline shawneth

  • Enforcer
  • ***
  • Posts: 213
  • Me and DUKE3D are almost the same age!
    • View Profile
    • My friends horrible website on WEBS
Re: [Release]Wide Open Spaces
« Reply #48 on: June 11, 2010, 03:44:02 PM »
Lol Forge, you forgot to mention Gambini!

But what Forge says is all completely true, you have some good qualities and some bad. The map should consist of a good theme and idea, and I think me AND you are both learning that.
Duke Nukem's desease... Why must many suffer?!

Offline The Commander

  • Fat Commander
  • ****
  • Posts: 880
    • View Profile
    • Duke Nukem Red Alert SVN
Re: [Release]Wide Open Spaces
« Reply #49 on: June 11, 2010, 08:19:21 PM »
The ceiling door should be a different texture and not one with a handle on it like a swinging door
Maybe I was looking at the wrong picture, but if its the one with the liztrooper dead in it, then that is a proper ceiling door texture, it does not have a handle on it.

Unless you are talking about something else. (I have not played this map yet)

Offline Forge

  • Battlelord
  • *****
  • Posts: 1,934
    • View Profile
Re: [Release]Wide Open Spaces
« Reply #50 on: June 11, 2010, 09:01:11 PM »
I posted the wrong pic  :P

I think I was going somewhere with this as being traditionally a crate/conex texture, but my train of thought got de-railed.



edit:Gambini
« Last Edit: June 11, 2010, 09:31:29 PM by Forge »
"Silflay hraka, u embleer rah!" - Thlayi