This is my second map for q3 (first one was realy sucks), it was planed and build with CPM gameplay in mind, predominately for 1on1 and 2on2.
Screenies:
Download link
All suggestions are welcome )
Right or left? Moving to the right causes door-to-door situation, there is not enough space to propeller-inverse doors in layout.Foo wrote:Possibly move the doorway that looks over the MH over to the right a little more.
Thanks, done.Foo wrote:The gears in the wall next to the LG jumppad absorb grenades I'm trying to bounce down to the lower area. Maybe weapclip it?
dONKEY wrote:Is this full vised? I haven't run a showtris, but it feels laggy.
"Scrama - enemy of r_speeds" (c) someone on half-life.ru. Up to 15k triangles per frame, map is fullvised. I'll try to solve this problem with hint-brushes.v1l3 wrote:My computer did lock up when I was playing on it though
Textures was extracted from UT2k4 package by Hourences (readme included)Silicone_Milk wrote:Question about the textures - are those the diffuse textures from a "current-gen" texture?
gamma 2 / compensate 4 - overbrights in result gamma 2 / compensate 6 - good, but too dark. May be ambientlight key?obsidian wrote:Start with these compile settings and tweak them gradually:...
write down^Ghost wrote:split the wall to have an upper and lower doorway i found it annoying to have to slow way down to pass through the doorways coming through the first pic
and it would also be helpful to strafe through each area without having to use the jumppad
I'll try with stairs in central room.^Ghost wrote:maybe convert some of them into ramp where ever u have high ceilings..