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Re: Q3 Mystic Gemini Final Release

Posted: Wed Aug 13, 2008 4:23 pm
by ix-ir
Yep, good thing to share the map sources and I'd encourage others to do the same, include the map file in your final pk3.

Re: Q3 Mystic Gemini Final Release

Posted: Wed Aug 13, 2008 6:51 pm
by obsidian
Say "hi" to the Pope, for me Sock. Do me a favour and remind him that he owes me $50 from our last poker game.

Re: Q3 Mystic Gemini Final Release

Posted: Thu Aug 14, 2008 11:41 am
by Fjoggs
:olo:

Re: Q3 Mystic Gemini Final Release

Posted: Fri Aug 15, 2008 11:26 am
by a13n
@sock
I may not be an appropriate person to comment on good maps but let me tell you just one thing.
The color scheme of your blue flag is so ckool!

Re: Q3 Mystic Gemini Final Release

Posted: Fri Aug 15, 2008 2:36 pm
by ^misantropia^
a13n wrote:so ckool!
Is that a pun?

Re: Q3 Mystic Gemini Final Release

Posted: Sat Aug 16, 2008 12:07 am
by a13n
^mistypo^

Re: Q3 Mystic Gemini Final Release

Posted: Sat Aug 16, 2008 8:27 am
by ^misantropia^
:smirk:

Re: Q3 Mystic Gemini Final Release

Posted: Sun Aug 24, 2008 2:03 pm
by sock
obsidian wrote:Say "hi" to the Pope, for me Sock. Do me a favour and remind him that he owes me $50 from our last poker game.
Rome was amazing and the Pope says he will pay back his debts once his latest venture takes off!

Image

sumatra: thanks for the feedback :D
ditchfux: Hope the source files help in some way.
ix-ir: Most mappers nowadays release the source maps but seperately, even old classic stuff.
a13n: The flags are modified ID one's, I think I included the psd in the source pack.

Re: Q3 Mystic Gemini Final Release

Posted: Sun Aug 24, 2008 5:29 pm
by v1l3
ix-ir wrote:Player clipping stairs to ramps is not a good thing, even if you're not playing a mode with ramp jumping it still changes the physics unexpectedly
I was the one who tested the pm-physics on the map..so don't give him the criticism. :D Yeah..I thought about whether the ramp-clipping on the stairs would be a good idea..where the most important issue would be head-butting the ceiling imo. I had him raise the brick over the stairs so that wouldn't happen. There is also a ramp on one of side of each base which was raised and opened up more, where if you hit the ramp just right, you can land right up in the middle of the flagroom..very quick entrance. I'm not much of a ramp-jumper..so I didn't view those jumps in that aspect.
The reason that I didn't view them as a problem is when I tested it in Osp their is a terrible over-bounce, where if it's played in Cpma and you catch the footing right..it's smooth.

I'm not saying this to open up argument on the issue..I just figured on letting you know iX. The map is complete anywayz so...I'd have to say that Sock plops down some ownage.. :D