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#1 |
crystaLcity
D&A Member
Beta Tester Join Date: May 2009
Location: Pittsburgh, PA
Class/Position: Soldier D Gametype: Capture the Flag Affiliations: Goodfellas Posts Rated Helpful 7 Times
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ff_oppose_b1
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83745 L0LZ ff_nyx_b2 ff_schrape_b3 ff_security_b1 ff_baked_b2 ff_reloaded_b1 ff_mulch_dm_b2 ff_oppose_b1 Last edited by CHURCHMOUTH; 10-07-2010 at 02:27 AM. Reason: new beta version |
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#2 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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pretty good map, thks for making it D:
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#3 |
WhenNailGrenWillOut?
Beta Tester
Join Date: May 2009
Gametype: mp_prematch Affiliations: [:)] - Frag Happy, babe| Posts Rated Helpful 29 Times
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Sweet.
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[[ ff_hotfudge - bhop_theonlyone ]] "As the the new year approaches I await for it like an case of explosive fecalomania otherwise know as diareha or the massive shits. I am gripping the sides of the toilet as my stomach produces the first hollow thud out of the anus of the year to come." DarkeN_HellspawN |
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#4 |
Tealeaf
Beta Tester
Join Date: Dec 2007
Location: Scotland
Affiliations: fo! Posts Rated Helpful 1 Times
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looks nice, great to see some new maps!
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#5 |
Join Date: May 2007
Posts Rated Helpful 0 Times
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I like your maps a lot Churchmouth, and this is no exception.
I'd like to make some suggestions. Ignore them if you like. The maps already awesome. 1) Make the cave darker 2) Put more detail in small areas - specifically, long hall and above the flagroom 3) Grenades shouldn't explode in the spawns 4) Lights in yard might look better if wall mounted above 5) The yard might look better with more sky and less mountain 6) Teleporters are one way but going the wrong way... should be for offense. Alternatively, you might consider making the upper spawn only a resupply room... similar to 2fort. Thanks again for bringing back a classic. Last edited by Doughnut-4|4-; 05-18-2010 at 05:52 AM. |
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#6 |
G9-
D&A Member
Join Date: Sep 2007
Location: Florida
Class/Position: D Solly,Engy Gametype: ALL Posts Rated Helpful 0 Times
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Looks rly nice man, this was one of my favorite clan match maps ever.
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#7 |
crystaLcity
D&A Member
Beta Tester Join Date: May 2009
Location: Pittsburgh, PA
Class/Position: Soldier D Gametype: Capture the Flag Affiliations: Goodfellas Posts Rated Helpful 7 Times
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thanks for the comments fellas, doughnut you are right about the spawn teleporter and i have fixed that for my b2 release which is ready for a compile just havent had the time to do it yet could u elaborate on what kind of detail u would like to see in the long hall and flagroom, if u do that theres a good chance i might take you up on it brotha thanks again
exyooooooo
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83745 L0LZ ff_nyx_b2 ff_schrape_b3 ff_security_b1 ff_baked_b2 ff_reloaded_b1 ff_mulch_dm_b2 ff_oppose_b1 |
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#8 |
Join Date: May 2007
Posts Rated Helpful 0 Times
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I liked the long hall pulsing electro tube thing...
but thought more faces/polys would make it seem more curved and tube like... I'd consider adding an oscillation sound to that hall and/or a slight colored light chain along that wall/ceiling (with lights either pulsing or moving down the hall) The upper flagroom entry always seemed odd to me even in the original but important for a balanced gameplay. Is it a ventilation shaft? Is it a storage attic? Is it an architectural flaw by the Blue Team to allow weakness in their base from Red Team Attacks? I digress... ...I was thinking more space between the ceiling cage and the glass might improve the feeling or get rid of the glass windowing... maybe adding a ventilation fan to make it appear as such. Perhaps panels along the wall would improve the look. (I'm thinking Jefferies Tubes from Star Trek Next Generation style). Adding a metal floor (would also make an interesting sound effect for defense below to hear incoming). Or maybe just bring the light level down to nothing. I'm not sure what to suggest but those were some ideas. Love the map. Looking forward to next release. P.S. Did i mention it's really hard to exit the water way as a slower class? |
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