Hello,
today I reached beta status for my current duel map. Still missing details, especially sky/map end and some stuff making the map more vivid. Bot play is present, yet bugged for sure. I recommend playing with CPMA! I am aware the map is very cramped and fast and a good player can make you bite his dust, but that's how it is build probably... hence the name.
Download here: http://www.brushhour.org/maps/beta-acid3dm10.pk3
[lvlshot]http://www.brushhour.org/maps/beta_dm10_01.jpg[/lvlshot]
[lvlshot]http://www.brushhour.org/maps/beta_dm10_02.jpg[/lvlshot]
[lvlshot]http://www.brushhour.org/maps/beta_dm10_03.jpg[/lvlshot]
[lvlshot]http://www.brushhour.org/maps/beta_dm10_04.jpg[/lvlshot]
[BETA] Acid3DM10 "Turboklaus"
Re: [BETA] Acid3DM10 "Turboklaus"
Turboklaus. Nice.
I will check it out later.

I will check it out later.
www.ferdinandlist.de/leveldesign
Re: [BETA] Acid3DM10 "Turboklaus"
A promode map! It's been a while. The only thing that stuck out which I think needs to be changed, is that the stairs on the upper level have ramps on the sides of them which need to be removed. I was banging my head against the ceiling every time that I touched them ... I'd say to raise the ceiling, but the map isn't large enough to be flying through the air. I thought that it had a good flow to it, but it is rather small. It's nice to see a mapper from the old world popping up. =)
Re: [BETA] Acid3DM10 "Turboklaus"
Yeah it's a bit too hardcore in certain aspects. I'm already enlarging some of the spots, cutting down connectivity and changed the item arrangement.
Re: [BETA] Acid3DM10 "Turboklaus"
Ok here are a few things:
- I am not a big fan of the wood texture for the ceilling
- the high position between RA and MH might be a bit strong; maybe move the LG down and put the PG on the upper level!?
- RG/YA position could use some more space for fighting
- the TP texture looks stale; maybe make it scroll and add another blend to it
- you should add some detail to the MH platform that explains why it is floating; maybe a propellor or something simular
- I am not a big fan of the wood texture for the ceilling
- the high position between RA and MH might be a bit strong; maybe move the LG down and put the PG on the upper level!?
- RG/YA position could use some more space for fighting
- the TP texture looks stale; maybe make it scroll and add another blend to it
- you should add some detail to the MH platform that explains why it is floating; maybe a propellor or something simular
www.ferdinandlist.de/leveldesign
Re: [BETA] Acid3DM10 "Turboklaus"
You should really put an e-mail adress on your web page for people to contact you. I had someone on IRC today asking me how to give feedback on your map and wasn't really sure where to redirect him to.
www.ferdinandlist.de/leveldesign
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Re: [BETA] Acid3DM10 "Turboklaus"
Yes, you are hard to reach acid 
now about your map, i really love the flow, it's great to see a fast little map like that nowadays.
I like the textures, i just think it would need some decals at some places, it's too much the same everywhere atm. Just to make the différence between some zones.
And i agree with cityy on the teles, it totally fades into the wall when using picmip
I tried to duel without the lg or the rg, and i think it could be a good idea to remove one of these items, as it really slows the map. Maybe the rg, cause you can shoot throught the entire map, i'm not sure.
Oh, and it seems that the spawn of the rg/ya doesn't work, i think it's too close of the MH or RA, when keeping these positions nobody ever spaned on the low level...
Looking forward to the final release !

now about your map, i really love the flow, it's great to see a fast little map like that nowadays.
I like the textures, i just think it would need some decals at some places, it's too much the same everywhere atm. Just to make the différence between some zones.
And i agree with cityy on the teles, it totally fades into the wall when using picmip

I tried to duel without the lg or the rg, and i think it could be a good idea to remove one of these items, as it really slows the map. Maybe the rg, cause you can shoot throught the entire map, i'm not sure.
Oh, and it seems that the spawn of the rg/ya doesn't work, i think it's too close of the MH or RA, when keeping these positions nobody ever spaned on the low level...
Looking forward to the final release !