Here is another CTF map that I've been working on for quite a while. Sometimes you just have to put it out there and take your lumps from the community. It's a pretty large CTF map, I like playing in low gravity with IG. All the weapons are included in the map along with regular gravity. When and if you fall from some of the high ledges you might die. Hopefully no HOM in the map.
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I see from the screenshot that it has the prefix DM, was that the original intention?
I also like the textures used, as these create a distinctive and coherent space and ambiance, though I do think that the floor texture, because it is such a strong pattern, is somewhat monotonous as it is used more or less throughout the map and only varies in a few places. I wouldn't say that it detracts from the enjoyment of the map, rather that a little more well-structured variation could enhance it. This, of course, is a personal, aesthetic view.
Thank you for the kind words. Yes, the original map is half the size and a DM map. I'm not sure which screenshot is referencing DM? Also, the texture can be replaced simple enough once I find another one. It definitely has some texturing issues, like on the giant cylindrical columns for the dual staircases. With a large number of sides of the columns, I'm not sure what to do to get them to align correctly, I've tried everything. And thanks for taking the time to check out the map its much appreciated.
It's the screenshot that shows up in the preview window when loading the map in game.[NBK]DxTrEm3Fx wrote:I'm not sure which screenshot is referencing DM?
After a few more plays (and good, lengthy games), I have noticed that some bots have a tendency to get in the water (on the top level, in the centre) and not be able to get out again.
I've learnt elsewhere that non-instant-death inescapable pits are really annoying and time wasters. Try adding a staircase or changing the water by lava? The latter will even be a good sorry for a fancy light effect.[NBK]DxTrEm3Fx wrote:Ahhh, the in-game screenshot, I will have to fix that. That is is actually a translocator spot to get to the shield belt on top of the pillar. I'll add a bitter fish school to take care of any bots that fall in the water.
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Preaching to the choir, bub.Gustavo6046 wrote:I've learnt elsewhere that non-instant-death inescapable pits are really annoying and time wasters.
That can be so annoying.EvilGrins wrote:Good mapping advice:
Always set it up so if players fall into the skybox they actually die... or they just get very stuck.
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Some dumb idiot that puts these brushes together. (No I'm not talking about Dx, he did an pretty nice job with the sky! )Barbie wrote:It has never happened to me that I fell into a SkyZone by accident . How can that happen if the brushes of play ground and SkyZone are separated?