macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Dec 10, 2009 1:58:50 GMT -5
hi i released another 2 sp mAPs the other day i sorta stuffed up the end becuase i 4got to make it say end of level,the end od the level is when u r facing those tanks in the dimly written room the maps r at planetquake under quake2 files tell me what u think enjoy from macanah
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Dec 10, 2009 4:33:58 GMT -5
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Dec 10, 2009 4:53:24 GMT -5
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Dec 10, 2009 22:23:43 GMT -5
More sp fun.
There seemed to be a good amount of ammo & weps, maybe too many mega's though.. I was over stocked on health all the time. Your first sp maps you released, the health seemed more balanced compared to these maps.
It's also a good idea depending on what you objective is, to start each level off with the monsters not attacking you straight off, sort of like base1 in the stock sp maps. It gives you time to assess the situation. But if your wanting action straight away then why not :)
The second level, after I got the commanders head and unlocked the door. I was looking around behind me for a few secs and when the door shut I was unable to open it again. It would be good if you triggered it to stay open, otherwise your stuck and can't carry on.
Also around that same door area, there's gaps in the wall. Again if you fall down through these gaps, there's no way to proceed and your stuck down there with the monster that's trapped down there too. So it would be nice if you seal the gaps in your levels to keep this from happening.
I quite liked the next area. You broke up the square boxy feeling using pillars, they also if you need to, provide cover so that you can circle around the monsters. That was definitely a step in the right direction.
I lol'd at the ending, I was like 'mmm its quite dark in here lets fire a grenade... oh crap surrounded by tanks & mutants ;D.
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