James, on 25 February 2012 - 12:28 AM, said:
I loved the big billiards room table; it was a cool take on the concept and reminded me of some places I've been when I was much younger (and as I was younger the places seemed HUGE to me then as well)

The club is inspired by a real place that I used to go to 5 years ago. It's intentionally huge because the real place is huge and has got giant mirrors everywhere as well (adjacent walls even have mirrors which make the place seem infinitily huge, which is something that can sadly not be done in Duke). A friend told me it was the biggest pool club of the entire country when I first got there, although I don't know if it's true.
That place left a great impression on me and I wanted to try to recreate that.
As far as ammo&health ratio are concerned, Mikko did that and I thought it was fine (the only change I did was put a bit less health in the pool club and a bit more in the underground parking at the end before the BLord fight).
I had enough ammo & health to take care of everything without using any of the secrets. With the secrets it's even more than fine.
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I left one enemy behind and I had to cheat when I ran across the first mini boss because of lack of ammo and health. The devastator wasn't enough to take on everyone and especially with those flying droids and gun turrets. I lose interest in a map pretty quickly when there aren't enough ammo cases.
For the first mini boss fight, the player doesn't have a powerful rocket weapon (RPG or Devastator) unless he finds Mikko's secret just before the mini-boss appears. That was intentional from him and I thought it was fine. You're given armor, health, a freezer and pipebombs before that fight anyway, and you can easily hide behind corners to fight it. Giving a RPG before a mini-boss, like it seems to be the common case in usermaps, is boring to me as it makes the entire miniboss fight pointless. Plus in this case, you do get a RPG if you find the secret which makes the secret really rewarding.
As for the drones, not a single one spawn starting from the parking area, which means that they should have been killed long ago. You can also destroy the turrets before the mini-boss appears.
Also for the devastator not having enough ammo to kill everything, that's also intentional and I also think it's fine. Because you finally get a powerful weapon, especially with little ammo, doesn't mean you have to waste it on small enemies. In any case the 2nd mini-boss is easy since you can kill it easily with any weapon without him even hitting you.
As for the glitches, I might fix them if I find the time.
I was going to volunteer, but Gambini did it first. Good, that saves me the trouble.
DeeperThought said:
Sin Center has that good old-fashioned user map feel. It's like a gem from 1998 that you forgot to play until now. And man, there is a big difference between a map that is "classic style" as MeHy says, and a map that is noobish. There is nothing noobish in this map: everything is carefully proportioned (deliberately oversized by a modest percentage), shaded and textured, with just enough detail to create the right atmosphere, and looks effortless. I did have to use the drinking fountain a few times playing on Come Get Some, but the difficulty seemed about right. I would give it a 92/100. The reason I would not go higher is that there is nothing original here, and this type of map is not very ambitious.
That was totally the idea of the map and I'm glad that's how it felt to you.
I wish somebody was still there to upload maps to DN-R even if they delete the forum....