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GREGYPTCTF3 - BETA1 <-DEC30th

Posted: Fri Dec 23, 2011 7:02 am
by skinmaster
hey mappers,

BETA stage., a few things might still have an odd method, ie the doors are acting weird due to some hinting.. other than that, lets hear what you have to say about parts or whole...

bots ARE included, and they work fair enough so far... i havent done anything bot related yet...

noTES-
WHITE buttons- they are for your team to shoot, they control either the gate near haste or two doors within the grate tunnel leading from shotgun area into the yard or another grate in the lower rear flagroom entry ramp tunel. They have different timers on them so see if you can interpret how i planned for their potential in game purposes...One of these buttons near the door is a blocker for the oppositions gate button.

RED or BLUE buttons - they are the oppositions buttons within your base, one fires a 6 grenade blast into the corner or the lower rear corridor, another raises a weapon jump able gate in the ramp near the team one.

sECret! - there is a secret in both bases, im going to change one of them, hide it somewhere else. don't go finding the secret in the oppositions base! -not the "shooting the pharoah in the head/balls secrets, though they are also secrets.. :p

the flag room grenade "defense" position - it was for a bit of varied offense defense, i think it needs more space though, so plans to modify it.. yep

lEdGed camping spots - there are numerous narrow ledges, flow enhancers, and small triangular perches, some very well hidden, but in integral locations.

PerSOnal tELePOrter - its easy to dive into the pool for both enviro, or medkit, and pop right back out via the jumpads, and if you want a teleporter the same risk must be taken. However the teleporter will always return you to either the pool or the cage in your teams yard. If you are sent to the pool you always get another teleporter on the way out and also are awarded something from using it. (this might be broken .. i've been hopscotching all over the map..) this idea is still rough, so if you can think of some manner modify it and improve its participation... do tell... :)

DOWNLOAD IT

Re: GREGYPTCTF3 - preview

Posted: Sat Dec 24, 2011 2:45 am
by skinmaster
[lvlshot]http://www.rave.ca/en/image/original/441511/[/lvlshot]

Re: GREGYPTCTF3 - preview

Posted: Mon Dec 26, 2011 2:43 pm
by j3st3r
I can appreciate what you have going on but it would seem to me you need to simplify.

Re: GREGYPTCTF3 - preview

Posted: Mon Dec 26, 2011 3:04 pm
by skinmaster
thanks for the critique, now there is a new file available :D

Re: GREGYPTCTF3 - preview #2(updated bsp)

Posted: Tue Dec 27, 2011 3:26 am
by j3st3r
It's not just 1 area. Just seems, imo, you have too much going on. Maybe trying to squeeze more than needed into 1 map.

Re: GREGYPTCTF3 - preview #2(updated bsp)

Posted: Tue Dec 27, 2011 4:17 am
by skinmaster
you may have been right, i did quite a few things to this since you commented, check the BETA, as your comment related to the preview, not the bETa. :D

Re: GREGYPTCTF3 - preview #2(updated bsp)

Posted: Tue Dec 27, 2011 4:43 am
by skinmaster
ok i did a couple quick things and put the latest compile up in dropbox and also the map file

ps- i noticed my alterations caused a thingy next to the door and a caulk spot near there too. ignore them, :d

Re: GREGYPTCTF3 - preview #2(updated bsp)

Posted: Wed Dec 28, 2011 11:02 pm
by skinmaster
btw, i play with cg_fov 111 or 113

Re: GREGYPTCTF3 - preview #2(updated bsp)

Posted: Thu Dec 29, 2011 5:53 pm
by skinNCNmaster
pics moved to 1st post

Re: GREGYPTCTF3 - BETA1 <-DEC30th

Posted: Fri Dec 30, 2011 6:09 pm
by skinmaster
ok a beta is ready for downloading!

couple of things:

1. the portalskybox is new/being worked on
2. the center area was just reworked but is not finished, i'd like suggestions
3. weapon placement outdoors..... im sort of wary to put weapons in the training yard area. but im open to item placement critique and suggestions..
4. is the quad room too small?
5. keep in mind this map is designed for a highly co-ordinated team

Re: GREGYPTCTF3 - BETA1 <-DEC30th

Posted: Fri Dec 30, 2011 10:17 pm
by deqer
I'm not going to bother with your stuff, because I feel strange spending my time reviewing stuff from someone that posts on two accounts.

Re: GREGYPTCTF3 - BETA1 <-DEC30th

Posted: Sat Jan 28, 2012 7:07 pm
by skinmaster
im just being

Re: GREGYPTCTF3 - BETA1 <-DEC30th

Posted: Sun Jan 29, 2012 11:17 am
by lightmill
why floor texture on the walls?

Re: GREGYPTCTF3 - BETA1 <-DEC30th

Posted: Sun Jan 29, 2012 1:28 pm
by skinNCNmaster
which?

although a label says ground/floor.... we do find rocks in space....

Re: GREGYPTCTF3 - BETA1 <-DEC30th

Posted: Mon Jan 30, 2012 3:55 pm
by lightmill
The white\red checker, you can see it in the screenshot. Looks very strange.