Background information
The idea I had when I was drawing the layout was a sewer setting. But not in the way of tight corridors without light, but monumental architecture, with giant halls and deep abysses. While I've been working in this map the idea changed. A sky has slipped in, because I liked the light (it was a bright sunrise sky at first). Since I had a sky, the map couldn't be underground anymore. "Sewers" wouldn't fit any longer, so I decided to head in the direction of machinery/processing/treatment plant. But everything in the gothic texture style, since it's possible to create interesting dark machines with it, that look like old factory buildings. The base style had been too futuristic. Liquids are the central theme: slime and dust are already omnipresent. Pipe systems, channels with fluids, basins, pools, barrels, water that streams down the walls - the entire map is meant to look like it was in constant motion.
But everything will remain colorful: the slime glows turquise, walls in orange and floors in dull green or brown are distinctive. In between colorful spots - not too much, but noticeable.
Gameplay
LFFD can be played in FFA and TDM. I suggest 4-6 players, with 4 players being the minimum. Playing with more than 6 players can get a bit too hectic.
You'll find the Plasmagun, the Lightninggun, the Rocketlauncher and a Railgun. A Mega Health, Quad Damage and Haste are included also. You'll ask "Both strong items?". Jup. Works well in my eyes, but don't hesitate to tell me why it doesn't in yours.
Moving from A to B works smoothly, with strafe- and circlejumping you'll be able to get everywhere while only resting for a sec to change the direction sometimes.
Technical aspects
The map is vis-optimized as good as I could do it with my current knowledge. The highest polycount I could find was around 17k (with weapon and HUD, no bots). 4667 Brushes at the moment.
Why Beta?
LFFD plays very well already, but what's missing are details, details, details. I've got enough ideas to add them, but I want to hear you thoughts about this map first, especially concerning the gameplay. The way structure is done (I won't add new doors or passages) but the visual presentation is partly untouched. Also, I've only used 2 or 3 target_locations yet to indicate other players where you are (in TDM). That's because not all locations are done and so their description will change.
Video & Screenshots
I din't want to show you just some still images, so I made a short video with q3mme. This way you'll be able to see some moving parts (e.g. the "slime elavator from 0:11-0:13 und 1:20-1:22).
(Link is dead)















