Recommended brightness settings:
- Intensity: 1
- Vid_gamma: 0.8-1
- Gl_modulate: 2.5
I thought the map was geared towards default brightness settings, but messed it up, so in reality it was tested with the aforementioned brightness settings. The good part, this map looks decent, even thought dark, in my CRT monitor with default brightness settings, so you can try that also.
Also to note is that i use a CRT monitor, so you'll probably see the map brighter than me if you use TFT ones.
Recommended number of players: 6-18, i think that it should work with almost any number except extreme ones, but i also think that probably the more the better.
Items:
- 1 weapon of each type except RG
- 2 packs of ammo for each weapon included,
- 1 Quad damage
- 8 ammo backpacks
- 1 armor suit of each type
- 1 MH
- 22 health packs
Map's explanation:The idea is so the players don't know where they are and aren't sure if they'll get the goodies they want. i made it so even i would have problems figuring that out so even i could play it the same way as a player, but it isn't too hard to figure how everything works out, as the teleports aren't random.
The inspiration of this map came from some things i saw in some videogames: endless corridors or ring-shaped corridors where the player has to find the exit, and feel disoriented as all looks the same and don't remember where one entered in the area.
As endless corridors are impossible in Quake 2, i went for a ring-shaped layout, and added the teleporters to confuse the player more, and to open the way for more areas as a 2D layout would be boring. The teleporters are there too because of the theme of the map: as i want to disorient the player, everything should look the same, so details were cut off, the floor is flat and the brushwork and layout are completely symmetrical.
Even with these restrictions, i wanted to put a Quad as i think suits this map's gameplay, and i wanted to reuse an idea i had from another map i thought of making for this contest, that i got from CTF-Lavagiant in UT (the map in a shooter i played the most with friends by a huge margin), where one base is faster to enter and get the flag than to exit (red) and the other the opposite, takes longer to get to the flag than to exit (blue), so i made the Quad longer to get than to get out (drop down) of the area it is by placing it very high. The backpacks and brushwork steps are there as an optional way to exit that area and to make the teleporters in that tower easier to get.
Future plans:Not much really. Mainly tweaks, at least till i get more feedback.
- Improve the brushwork and lighting. Add some details.
- Make the lighting look better in default brightness settings.
- Add sounds.
- Change some items, mainly the health packs.
- Change the brushwork around the Quad.
- Change the outermost part.
- Make it a bit more compact.
- Add some side areas.
2cocedm02 (my score: 1/10)Doesn't look bad.. but so confusing. Like OMG!
Suggestions: I don't know. I felt as if I was tripping when playing this one.
Then i achieved my objective with this map
. The map was intended to be the most disorienting i could achieve without going overboard (flickering lights for example would be too much), with the current theme and ideas.
I know that it is the complete opposite of what is done in the rest of maps, but that is its charm and character. without it would be another plain map.
By the way, i don't get why you said that about tripping, could you explain it more?