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Servers:
LovingAngel's Q4Max Server: 194.124.229.14:27500 (maps)
FragArcade Server: 64.34.178.176:28004 (mappack)
Screenies:




Yeah, the MH area is sorta iffy right now. I threw it in last minute and didn't get to playtest my changes. Before what you see now, to get to mega you actually had to go in the direction of the hyperblaster and turn left and go up some stairs to where the mega is now, which seemed to be making a deadspot in the map. I might try one of your suggestions though in playing around with it.I like the MH lift a bit less...
Actually, the buttons should trigger with only projectile weapons, so HB and RL. I'm not sure I'm going to keep weapon triggering in at all though. It was just something that kinda popped up and me and my friend thought it was cool. I sorta like it that just projectile weapons trigger the buttons. Gives a special kind of utility to the underused HB.Another thing I noticed, and I'm not sure if this was intentional, is that when shooting the triggers on the wall for those trap doors it works with all weapons except the MG.
Hehe, yeah that tele jump is fun. Not sure about adding a ramp to propel the player. Coming out of that tele is already quite deadly if the other player is in that room.One last thought, I love the teleporter boost to the RL platform. It would be pretty fun make the RL platform higher, and to put a small ramp just in front of the teleporter exit so you get a higher boost up in the air.
Unfortunately you're not the only one. Seems that it is quite a bit harder than I thought it would be to get Q4 players to test maps...I haven't actually played the map with a human being...
As much as I hate to classify something as coming down to personal taste, this might be one of them. I really tried to get back to the old-skool style of maps from the Q1/Q2 days. There's a big difference between using traps as gimmicks and using traps as gameplay devices in a level. Go watch pretty much any demo (though I recommend Thresh or Scooby) on Q2DM3 and you'll see what I'm talking about. The tunnel (or traps in general) isn't just about getting lucky and trapping the other player. In this case, you can close the tunnel to completely block off a route of the map. This forces your opponent to make certain strategic decisions that, if you're good, you can predict.The LG trap just seems gimmicky. Bleh. I've never been a big fan of traps in tourney maps though.