|
Post by Sabotuer [Q2C] on Oct 10, 2006 12:07:14 GMT -5
Something diffrent than what I've done before. This is a small tourney map wich can (as all tourney maps) be played up to I think 4 at the most! It's still a beta because I need to fix problems like: - jump pads through you straight up but not in the direction it leads to - spawnpads all go in the same direction - there are no sounds So here's the dl for the beta: www.geocities.com/sabotuer17/s2tourney1.zipAnd here are some pics: I even made a q2c sign You know, that blue glass in the middle is just to spice up the look. It has no other purpose, you can go through it
|
|
Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
|
Post by Whirlingdervish on Oct 10, 2006 12:15:16 GMT -5
very cool. I'll have to test it out a bit.
|
|
|
Post by grieve[Q2C] on Oct 10, 2006 13:05:55 GMT -5
nice.
|
|
zorius
Quake 2 Mapping Club
Posts: 103
|
Post by zorius on Oct 10, 2006 14:32:31 GMT -5
It's a very clean and fresh map. You have lots of potential in yourself. A bit more 'consciousness' and coherency, and it will be a perfect map. Like if You have an "original" idea of a jumppad, don't make another one with a circle texture on it, use the same style all over the map. And if You have one style for them, don put in similar objects, which aren't jumppads! Remember, CONSCIOUSNESS! You have talent, use it wisely, don't overuse, underuse anything, find the golden path...
|
|
|
Post by napalmdeath on Oct 10, 2006 14:34:01 GMT -5
Aside from the problems you mentioned already, as well as some missing env files (see image below), this is a beautiful map. Really dig the architectural design, though some areas seem a little tight when you're fighting on the lower area. As of right now, I'd give this a 6/10--bearing in mind that this is just a beta.
|
|
WHO?
Brains
Posts: 435
|
Post by WHO? on Oct 10, 2006 15:49:28 GMT -5
grabbed with anticipation of a nice beta map, thanks mate looks like it should be good at the end of the road
|
|
|
Post by Sabotuer [Q2C] on Oct 10, 2006 19:27:34 GMT -5
Thanx for all the comments Totally, as soon as I read those words, I got focused on doing so! got ideas flowing Yeah, I zipped it in a kind of a hurry, sorry! Forgot to put in the env The tightness stays, it's suppose to be tight, gives the map a kind of variety in play, a skilled player will hide down there with a railgun and shoot you as you wonder over him PS: how did you guys like the Q2C sign???
|
|
Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
|
Post by Whirlingdervish on Oct 10, 2006 19:29:23 GMT -5
I think it looks very sharp. I love blue lighting too, so it's a win-win.
|
|
|
Post by Le Ray [Q2C] on Oct 11, 2006 6:08:54 GMT -5
Man, it looks great! Cool Q2C sign!
|
|
Derimok
Quake 2 Mapping Club
Posts: 198
|
Post by Derimok on Oct 11, 2006 9:53:40 GMT -5
Good start to your map :-)
|
|
|
Post by draxi on Oct 12, 2006 15:44:48 GMT -5
Jesus!!!.. just by taking a look at the forum and seeing this map, I think I want to start making dm-maps again.. (and continue on old once).. really nice!!!.. hope I get back to map-making.. got some new ideas so.. hope I'll get them out in a map..
|
|
Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
|
Post by Whirlingdervish on Oct 12, 2006 15:57:17 GMT -5
good to see you around skelly! keep up the good work Sab!
|
|
|
Post by Mart[1001] on Oct 12, 2006 21:33:48 GMT -5
Excellent map Sabotuer [Q2C]...nice looking and a quality size for a good 1-4 bang. I know it's beta but in the first picture you posted(top), area near RG, you have a plate sticking out of the pillar...don't forget to clip that area and also, same picture..each side near rocket ammo. R_speeds are good considering the openess of the map. Good work m8. ps...thanks for the 'welcome' Le Ray[Q2C]
|
|
|
Post by draxi on Oct 13, 2006 16:40:52 GMT -5
good to see you around skelly! good to look around in here too! =) and also, I tested the beta.. looks really good m8! just some stuff.. why is this plate sticking out of the wall? its not like that on the other side.. and also, I think you should try to direct the trigger_push brushes.. instead of goint straight up they should go slightly towards that point your trying to get to by using them.. see what I mean?
|
|
|
Post by napalmdeath on Oct 13, 2006 18:50:02 GMT -5
skeletor: he already mentioned in the very first post that the jump pads aren't fully functional yet.
|
|