Rail Trouble - beta6

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[TymoN]
Posts: 26
Joined: Thu Dec 15, 2005 2:48 pm

Rail Trouble - beta6

Post by [TymoN] »

This is small tourney map. I made it for rail duels.
Beta2:
RA, 2xYA, RG, RL, SG, 2xHB

beta5
Image
Image
Image
Last edited by [TymoN] on Mon Jan 23, 2006 10:21 pm, edited 5 times in total.
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

You can "shot clip" the ceilings by a few units.. it may help "deepen" the splash to minimize the damage, but it won't block splash.

I see the skills are coming along, though; looks nice.
prince1000
Posts: 1892
Joined: Sun Jan 07, 2001 8:00 am

Post by prince1000 »

what's the story with resurrection? i think it has a lot of potential. ever show it to cpl?
[TymoN]
Posts: 26
Joined: Thu Dec 15, 2005 2:48 pm

Post by [TymoN] »

GODLIKE - shotclips it's good idea.
price1000 - As seen people are not interested of this map. Yes, I post on cpl forum this map.
kleeks
Posts: 161
Joined: Sat Apr 14, 2001 7:00 am

Post by kleeks »

i really like the white trim to the platform edge, lots of neat angular lines :)

Will dl and have a run about - although games would be nice to form a proper opinion. /me curses the autodl problem - can't even stick it on somewhere and only play it when the server is empty :(
[TymoN]
Posts: 26
Joined: Thu Dec 15, 2005 2:48 pm

Post by [TymoN] »

When I create server "floor dmg" not work ;(
It's work when I testet map: si_map
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

[TymoN] wrote:price1000 - As seen people are not interested of this map. Yes, I post on cpl forum this map.
I think your maps really need good custom textures (Resurrection especially). I liked the original Resurrection for CPMA, but i think that one had some problems with dead space (too much space in some areas to provoke fights between players; too easy to run away). There are interesting parts in it, but perhaps you should try to rearrange it in a simpler way (a bit like ztn3t1 perhaps -> simple rooms and hallways) and not just recycle the layout for a Q4 remake.


I like all the stuff that you put in your newest map. :) Texturing is quite boring though. It would be nice to see some more colors in it.
Last edited by Oeloe on Mon Jan 16, 2006 2:10 am, edited 1 time in total.
prince1000
Posts: 1892
Joined: Sun Jan 07, 2001 8:00 am

Post by prince1000 »

what is it with you and nuetral colors? i think the subdued colorscheme is perfect for a gameplay driven map.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Ambient light is quite a bit too high. All corridors are lit all through.
[TymoN]
Posts: 26
Joined: Thu Dec 15, 2005 2:48 pm

Post by [TymoN] »

Yes, the ambient is too hight. I fix this i next beta.
Thx Oeloe.

Beta2 is coming soon. What do you think about this "broken doors"?. It's make you slower and harder to take RA/MH.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

[TymoN] wrote:What do you think about this "broken doors"? It's make you slower and harder to take RA/MH.
Nobody has complained about it, so... ;) I think it's ok like that and it doesn't really slow you down very much (crouchslide under door).
[TymoN]
Posts: 26
Joined: Thu Dec 15, 2005 2:48 pm

Post by [TymoN] »

Beta 2.

- change ambient light, add more lights - map looks better now.
- deleted NG
- add second HB

Armors: RA, 2x YA
Weapons: RG, RL, SG, 2x HB

DOWNLOAD
[TymoN]
Posts: 26
Joined: Thu Dec 15, 2005 2:48 pm

Post by [TymoN] »

I have made a decision.
I take the best from beta3a and beta5.
From beta3a:
- RG and MH position(and MH side layout)
From beta5:
- layout(RA side), doors.

other changes:
- no LG !!!
- cosmetic changes

Map for rail lovers - you remember ? ;)

Right now I would like to know as on this version play without LG.
Jump for MH not too hard?
beta6
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