dm_layers

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MY FIRST DEATH MATCH MAP!!!

Go ahead! Run it on your servers! knock yourself out! I tried my best... ENJOY!

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  • 2y
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    Hi Arrowflint22, 

    I really like it, clearly an nearly attempt but a good visual style. Looks like a fun map to develop as you learn more about mapping.  

    It's a shame the scene is not what it once was but hammers a good tool to begin with, keep it up. 

    www.aworkingpig.co.uk avatar
    Mantra
    www.aworkingpig.co.uk
  • 2y
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    It doesn't seem to me a great concept, expecially now, with most DM servers often empty.  If there are 2 players, the first spawning downstairs and the second upstairs, how can they fight?

    The most important thing in DM game is the flow. Expecially in a killbox like this, You should  connect the areas  as much as possible, to allow a fast and furious gaming. ;)

    I don't understand the mouse problem... how did you put rechargers and barrels if you can't pick up the entites in the list? Maybe there's something wrong in your actions.  If your mouse is damaged, you can't map at all...

    fair-player and mapper
  • 2y
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    The problem why I could not add light props is because my mouse wont bring up the prop menu when I click on the entity the first time. I have to wait clicking for hours for it to come up.

    Bananite
  • 2y
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    Well the reason why I wanted to keep the layers separate was to keep players from easily getting exotic weapons. I made them spawn in those areas to create separate battles. Thought it would be a great concept

    Bananite
  • 2y
    AlcyToronto avatar
    Member Joined 4y
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    I understand and appreciate that you've tried to do your best, but this map shows a really poor knowledge of the basic rules .
    The map layers are not connected in any way, no opening, no lift, no ladder, no teleport. Spawning down you can not go upstairs, and vice versa. Even the low walls with weapons protruding at second floor can't be reached from the glass plane, using the standard gravity, and the 4 dark platforms on top can't be reached in anyway.


    The cubemaps are not made nor built, thus the glass plane is completely invisible: totally unrealistic.

    The map is enclosed in an useless  huge skybox cube, increasing the map size with no benefit. Remove it, close your map with a sky textured plane on top and stop. If you'll have leaks, seal the leaks, but never use the skybox cube outside the playable area.

    Why did you put 7 light_environments? You must put only one, and set it in tune with the used skybox.

    All the spawnpoints have the default angle, some of them are face to wall: don't you know you can rotate the entities?

    There are weapons inside the central column, a solid brush with no opening: what's its sense?

    Here and there overlapped brushes create flickering effect.

    Texturing and lighting should be improved. Using a well set light_environment you can remove many lights from the map, it will be mostly lighted by the sky. Those light spots on walls and ceilings are very ugly, add some light prop, for a better look. The metal grate ramp on right  has uncentered textures, look at the different look of the left one.

    In short, in my opinion, the map needs a lot of changes in order to be played in a fun way. But it's your first map, and this is already a success, you just have to work some more on it .   ;)

    Cheers.










    fair-player and mapper

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Credits

maker:
ArrowFlint22
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Details

Version
1.0

Attributes

Players
32
Development State
Final/Stable

Stats

Posts
5
Views
1,748
Downloads
242
Date Added
2y
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