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Inf_speed2

Posted: Thu Jul 27, 2006 12:56 pm
by Infernis
Below you'll find my second attempt at a speedmap. The geometry was done in exactly one hour and 31 minutes. I guess I became a bit too ambitous. Again, there were some compiling issues. But luckily dONKEY saved the day.

With this, I also fulfilled a promise long overdue, to Myth, of me using his texture set and the textures he specifically made on my request.

Anyway, you can download it here. Not to forget, a screenie below:

Image

Posted: Thu Jul 27, 2006 3:40 pm
by Foo
Tidily done.

Add a third path or a third room and it would play well.

Posted: Thu Jul 27, 2006 6:29 pm
by Infernis
Actually, I'm working on making a full version of this. It will be my first map aimed at comptetive gameplay. So it might take me a while to get the alpha out. It has to be perfect.

Posted: Thu Jul 27, 2006 6:43 pm
by Foo
Betas you mean? And they won't be perfect if you're out to make something fit for comp play (targeting the renewed interest now the CPL chose Q3?), you'll achieve a decent level only after a lot of good players have looked it over.

Even if your primary ability is in the game and not the editor, still needs to go in front of lots of other players. Just by virtue of being the level author the bias you acquire skews how you look at the finished product.

In my experience.

Posted: Thu Jul 27, 2006 6:57 pm
by Infernis
Perhaps perfect is the wrong word. I'm just saying that I'm putting a lot of thought into it. I will also put it up for testing on several forums. Hopefully meaning that the end result will be more competitive then most maps. Plus for me, it's focussing more on gameplay.

Simply put: I don't want a map of which people say:"Looks incredible, plays like crap". It has to offer the best of both worlds. It's a long shot ofcourse but why aim for less?