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Author: Raylen
Added:Sat Feb 14, 2015 at 16:24
Rating:6
Downloads:78

Download (9.75 MB)
10 comments
Comments
PatriK.pX3
USER: PATRIK

DominatingDominating
Posted: Thu Feb 20, 2020 at 21:05

Pretty late but this is an excelent map to be honest.

About difficulty i noticed in your maps (in general, like Qubit) that they are actually well balanced, hardest parts at the begining and actually not easy but less hard at the middle/final part, which is not bad. About mapping i cannot give null's or pawel's advices cause my mapping skill is 2/10 but for me is absolutely awesome.

(Keep it up.. very hard aswell that someday you will se this comment lol)
Franky`
USER: FKY

RampageRampage
Posted: Fri Jul 22, 2016 at 00:02

i'm not a big fan of this one. Gj anyway
}ElitE{Bon
USER: BONKET

DominatingDominating
Posted: Sun Jun 28, 2015 at 16:38

Maybe I'm just shit, but this seemd a bit more difficult than a 5.
-}Night_Terror{-
USER: LAUREN23

Killing spreeKilling spree
Posted: Sun Mar 01, 2015 at 21:48

Nice Map =D
NuLL
USER: NULL

DominatingDominating
Posted: Thu Feb 19, 2015 at 16:17

I meant to ask you about this in general. I find lighting curved surfaces in particular to be quite difficult - you can nearly always see the different faces. Whereas I noticed on Decline, for example, that the curved arches you can't really see the different faces at all. Anything I could/should be doing?


Light positioning is key with curved surfaces, ambient light can help and surface properties can help to, usually a mixture of all gets you the best results.

Very welcome for the comments Smile
Raylen
USER: RAYLEN

RampageRampage
Posted: Thu Feb 19, 2015 at 12:18

Liked the pipe work throughout but they could have had some better texture alignment
I know - I did try, but I don't really know how to align a curved pipe. The texture on the pipes is actually the diamond tiled floor texture from SGTech, so it's fair to say I could have tried harder.

The blueish floor lights are nice but the light they projected did not seem reasonable based on the recess but that's just me
Well no, thinking about it, how does the recessed light throw light onto the surrounding floor? Originally they weren't recessed but I thought they looked better if they were Very Happy

the three shots could have been further apart to allow for dodge reset, felt a bit like you had to wait for half a second to dodge back
I always have a problem in my maps whereby I'm just a slow player. I made a really hard rush map where for me, every obstacle is full speed, but if I watch someone actually good playing it, they have to wait a little bit at each point!

Flag room seemed like it could have been a lot more than it was. Windows seemed a little flimsy
Disagree about the room, I really like the size and difficulty. Windows, yes I think I agree - I think the outer frames should be sturdier. I spent too long on the textures for that, I think.

The mover credit idea is so good, i felt like you could have done a lot more with the idea
Originally in my head, I was going to. I had quite a few issues (and these still exist) with invisible movers though, so I didn't want to go for anything more. Traffic has been a minor issue, but servers in general aren't that busy nowadays Sad

Loads of things you could have trimmed really nice but was missing
This comment doesn't surprise me, but I really put lots and lots of trim in, I thought!

some surfaces not being lit correctly
I meant to ask you about this in general. I find lighting curved surfaces in particular to be quite difficult - you can nearly always see the different faces. Whereas I noticed on Decline, for example, that the curved arches you can't really see the different faces at all. Anything I could/should be doing?

Thanks for the comments Wink
NuLL
USER: NULL

DominatingDominating
Posted: Thu Feb 19, 2015 at 00:40

First room is lit well and of good design, did not like the laser texture used but that just pref, Liked the pipe work throughout but they could have had some better texture alignment.

Some pretty big lighting issues for me most of the way through, some surfaces not being lit correctly, Lava lighting would have been nicer throwing a lot more light out, its lava after all, some lava seemed not to project any light at all. The blueish floor lights are nice but the light they projected did not seem reasonable based on the recess but that's just me.

Lava has a very noticeable high repeat texture only minor visual issue Smile

The 3 dodges across the lava for the three shots could have been further apart to allow for dodge reset, felt a bit like you had to wait for half a second to dodge back.

Flag room seemed like it could have been a lot more than it was Smile Windows seemed a little flimsy but nice deco all the same.

The mover credit idea is so good, i felt like you could have done a lot more with the idea given your skill in Ued, would love to see this idea developed a lot more than it had been.

Loads of things you could have trimmed really nice but was missing.

Traffic issue for the credits room when some ones behind you also could become annoying.
Oh and that part you mentioned on server between the two lifts that there was not any recovery.

I liked the nice new ideas. Really good work, considering the your down time Smile

Hope that is not too harsh or its not meant to be Smile GJ
Pwn*j00
USER: PWN

Killing spreeKilling spree
Posted: Sat Feb 14, 2015 at 22:24

Great map design, love everything about this map.
Raylen
USER: RAYLEN

RampageRampage
Posted: Sat Feb 14, 2015 at 21:16

Thanks. Also I managed to get a screenshot without you, but thanks for the assistance Wink

Someone spotted a small bsp hole so if there's anything else that needs fixing I might try a v2.
p-a-w-e-l
USER: P-A-W-E-L

Godlike!Godlike!
Posted: Sat Feb 14, 2015 at 19:48

Once again great map Razz Return with balls. Very Happy
10/10