Q4 - Mash-Up Streets (beta 5)
-
- Posts: 623
- Joined: Wed Dec 28, 2005 4:31 am
-
- Posts: 623
- Joined: Wed Dec 28, 2005 4:31 am
Map: methtourney1_beta4
Mod: Q4MAX (Newest Version)
Note: I shut down the server before you joined. There's a dedicated one hosting the map.
-Method
Mod: Q4MAX (Newest Version)
Note: I shut down the server before you joined. There's a dedicated one hosting the map.
-Method
Last edited by Method on Mon Jan 02, 2006 8:06 pm, edited 1 time in total.
-
- Posts: 623
- Joined: Wed Dec 28, 2005 4:31 am
-
- Posts: 623
- Joined: Wed Dec 28, 2005 4:31 am
It could work fine, but if you're going to do that, I'd add the NG back into the mix, rather than having two LGs.Method wrote:After watching recent demos of tourney maps, I decided to try this layout (No Railgun):
http://www.methodonline.com/temp/layout_norail.jpg
The latest beta feels pretty good to me--flow is better, and I like that it isn't quite as clunky to cross the little ledge to RG. I like being able to jump to the MH pad now too.

Here's beta 5:
http://www.methodonline.com/temp/methtourney1_beta5.zip
-------------------------------------------------------------------------
List of changes:
- Expended RA room
- Fixed steps in RA area
- Changed MH respawn time to 35 seconds (default)
- Mover RA jumppad to the right for more room
- Extended billboard ledge
- Removed RL/GL jumppad and added pipes to the side
- Replaced crates with pipes
- Removed accel pad and added a few ramps to the side
- Some visual changes
- Tweaked clip brushes
- Moved YA to RL ammo spot
- Moced RL ammo to LG ammo spot
- Moved LG ammo to SG ammo spot
- Moved SG ammo to RL ammo spot
- Removed shards in the middle
- Replaced HB small health to large
-------------------------------------------------------------------------
-Method
http://www.methodonline.com/temp/methtourney1_beta5.zip
-------------------------------------------------------------------------
List of changes:
- Expended RA room
- Fixed steps in RA area
- Changed MH respawn time to 35 seconds (default)
- Mover RA jumppad to the right for more room
- Extended billboard ledge
- Removed RL/GL jumppad and added pipes to the side
- Replaced crates with pipes
- Removed accel pad and added a few ramps to the side
- Some visual changes
- Tweaked clip brushes
- Moved YA to RL ammo spot
- Moced RL ammo to LG ammo spot
- Moved LG ammo to SG ammo spot
- Moved SG ammo to RL ammo spot
- Removed shards in the middle
- Replaced HB small health to large
-------------------------------------------------------------------------
-Method
-
- Posts: 623
- Joined: Wed Dec 28, 2005 4:31 am
he obviously dont want to add them - either he doesnt like them, or he doesnt want to rip off lukin's neonisch additions.
what would somehowly fit as far as signs, not decals, but soviet propaganda posters - they'd fit into the style if you ask me.
but then again, go on and release it, you shouldnt have to come to 5 betas imo :P
what would somehowly fit as far as signs, not decals, but soviet propaganda posters - they'd fit into the style if you ask me.
but then again, go on and release it, you shouldnt have to come to 5 betas imo :P
I never in my life went over two betas, but this map is for a competitive playa nd when I releaed it, it was almost finished. So I had to rework a lot of areas and tweak item placement.
Why neon lights? This is gritty streets. I mean all of my maps are in that theme and somehow neone lights don't go well with that.
-Method
Why neon lights? This is gritty streets. I mean all of my maps are in that theme and somehow neone lights don't go well with that.
-Method
AEon, you might be interested in this level, a lot of neons there 

[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
Suggestions:
1. I'd lose the one ramp that goes directly to RG from RA. It's easy enough to use the ramp to the health shards and make a couple of hops from there.
2. The bottom floor below MH where the launch ramp used to be feels awfully empty now. Maybe just some ammo or something? (I like the change from launch ramp to slope jump though.
)
3. Clipping on trim is a bit inconsistent. I noticed this:
[lvlshot]http://www.planetquake.com/pjw/screenshots/trimclip.jpg[/lvlshot]
I would unclip the other part too.
1. I'd lose the one ramp that goes directly to RG from RA. It's easy enough to use the ramp to the health shards and make a couple of hops from there.
2. The bottom floor below MH where the launch ramp used to be feels awfully empty now. Maybe just some ammo or something? (I like the change from launch ramp to slope jump though.

3. Clipping on trim is a bit inconsistent. I noticed this:
[lvlshot]http://www.planetquake.com/pjw/screenshots/trimclip.jpg[/lvlshot]
I would unclip the other part too.
I beat the internet; the end guy is hard.
Thanks pjw. I already implemented a fix those.
1. RA should have that ramp, because it's a dangerious area and shouldn't be as predictive.
2. I was planning on adding an ammo, but found no suitable item. Later it was suggested that I add a clsoed sewer entrance there and I just added a grate with dirt comming out o0f it.
3. Added some architectual trim to the clipped side, so now it's visually blocked.
-Method
1. RA should have that ramp, because it's a dangerious area and shouldn't be as predictive.
2. I was planning on adding an ammo, but found no suitable item. Later it was suggested that I add a clsoed sewer entrance there and I just added a grate with dirt comming out o0f it.
3. Added some architectual trim to the clipped side, so now it's visually blocked.
-Method