invertedpenguin - by Fjoggs and voodoochopstiks
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invertedpenguin - by Fjoggs and voodoochopstiks
Decided to give this bastard its own thread, been showing it in the screenshots thread a little. It's a 2vs2 map for CPMA.
http://www.chimpans.se/map_invertedpenguin.pk3 <- a beta is availible here, still a WIP of course.
http://www.chimpans.se/ip/ <- some semi-old screenshots are viewable here
http://www.chimpans.se/map_invertedpenguin.pk3 <- a beta is availible here, still a WIP of course.
http://www.chimpans.se/ip/ <- some semi-old screenshots are viewable here
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
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Very impressive! Great looking map, good flow, good layout, good dimensions. Most of my issues with the map were technical or visual. However there were some gameplay issues as well.
First, there is way too much health on this map. In almost every corner there is either a 5 or a 25 health.. 3 or 4 in one room sometimes. You need to keep the players moving and working to get the health
Also, I wouldnt put any health near the dropdown for the mega or right outside the mega room.. but thats just personal preference.
The door in the room above the mega area isnt recognizable as a door.. looks like a wall. Maybe you could add some detail to make it look more like a door. There is also exposed caulk which can be seen when the door is open.
Did you mean to put a trigger hurt in the liquid behind the RA? If you dont want that liquid to hurt you, maybe you should make it a different texture than the other liquid which does hurt you to avoid confusion.
There is one spawn that is too close to the edge of a ledge. Upon spawning, ones natural instinct is to run forward, especially in an intense game.. and its frustrating to spawn in such a position that your almost guaranteed to fall off a ledge. Heres the spawn:

The PG needs its own area imo - at least a platform or something for it to sit. It looks like its balancing precariously on the stairs.
Its a little dark too
I found a few z-fighting issues, misaligned textures, and visible caulk.. I can post screenies if you like, but since its a pretty early beta, I dont know if you want that kind of feedback yet.. Let me know if you do and ill post some screens!
Great looking map though, it looks like the perfect size for 2v2, and it flow quite well..
First, there is way too much health on this map. In almost every corner there is either a 5 or a 25 health.. 3 or 4 in one room sometimes. You need to keep the players moving and working to get the health

The door in the room above the mega area isnt recognizable as a door.. looks like a wall. Maybe you could add some detail to make it look more like a door. There is also exposed caulk which can be seen when the door is open.
Did you mean to put a trigger hurt in the liquid behind the RA? If you dont want that liquid to hurt you, maybe you should make it a different texture than the other liquid which does hurt you to avoid confusion.
There is one spawn that is too close to the edge of a ledge. Upon spawning, ones natural instinct is to run forward, especially in an intense game.. and its frustrating to spawn in such a position that your almost guaranteed to fall off a ledge. Heres the spawn:

The PG needs its own area imo - at least a platform or something for it to sit. It looks like its balancing precariously on the stairs.
Its a little dark too

I found a few z-fighting issues, misaligned textures, and visible caulk.. I can post screenies if you like, but since its a pretty early beta, I dont know if you want that kind of feedback yet.. Let me know if you do and ill post some screens!
Great looking map though, it looks like the perfect size for 2v2, and it flow quite well..
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this is a mid-beta tbh, so any bugs would be nice if you posted, z-fighting, misaligned textures and visible caulk are lovely to see pointed out. I'll fix what was pointed out.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
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- Posts: 557
- Joined: Wed Feb 16, 2005 8:10 pm
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- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am
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- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am