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Jun 11, 2005 15:33:56 GMT -5
Post by jester on Jun 11, 2005 15:33:56 GMT -5
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WHO?
Brains
Posts: 435
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Jun 11, 2005 17:08:52 GMT -5
Post by WHO? on Jun 11, 2005 17:08:52 GMT -5
now there's a map designed for sheer carnage like it mate, lots - traps are fun too. I can see myself shovelling those holes out after a night of activity in the server/s it has a clean, neat & simple feel to it which I'm sure will set many people into frenzied fragging mode & maybe miss some of the more subtle efforts you've put in. All said n done, I'm off for a game - thx for being a part of it WD
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Jun 11, 2005 18:08:12 GMT -5
Post by Riz [Q2C] on Jun 11, 2005 18:08:12 GMT -5
Well I gave it a try on my private server (I use a private one to get a good look at new maps before I decide if I will run it or not). Well I couldn't get a trap to get me no matter how hard I tried.
So how do you get killed by these traps, I tried everything, up to and including jumping up and down on the grates.
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Jun 11, 2005 22:26:14 GMT -5
Post by jester on Jun 11, 2005 22:26:14 GMT -5
If you look around you will find 2 cross lights on the ground. Both can be found by either teleport, not the 3 small ones around the teleport, but nearby and bigger. Walk across 1 and the pits open. They stay open for 30 secs. You have to wait a minute inbetween each triggering, otherwise they would be open the whole match. Take a real close look at one of the pits, you might find death waiting for someome other than yourself!
J
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Jun 12, 2005 7:57:59 GMT -5
Post by grieve[Q2C] on Jun 12, 2005 7:57:59 GMT -5
nice one. I encountered the traps several times, but didn't find out what exactly triggered the grates. the style of this map looks simplified compared to earlier, artistically more ambitious works of you. I think I get the idea of this - making maps that are simpler but more playable and functional. it still has lots of pleasant eye candy, however. the layout seems good to me, tho I didn't have time to test it until now ( will throw in some bots after this ). jumping through this map felt good, and so did the atmosphere. of course, it's a Jester map .... here are just some small suggestions I feel the need to make: I have a habit to jump INTO the teleporters and was surprised that a bumped off from them here. I mean, the warping texture in the teleporter is supposed to be some kind of energy field. in my Quake 1 conversion I made this brush a mist and carved it deeper into the wall behind it, so you could jump INTO the teleport. I used 2 teleport entities, one hidden inside and one outside in front as usual. it does not look right either when rockets explode when hitting the teleport field instead of vanishing in it. when I try to jump into it like I'm used to, I jump over the tele entity and suddenly stand on the teleporter frame, being blocked by the "field", seeing and feeling that this teleport field is just a solid block, this is ...... some sort of a map logic error. I would rather make the warping part of the teleport a mist with another teleport entity in it. hmm, the other thing: running on the walls adds something to the gameplay of the map. if you feel bold enough you can grab the rail, jump up there and rule the whole yard from there. this is purely subjective, but I felt the wish for a ladder to get up there easier. with a rocket jump it is somewhat too expensive. it's just a minor detail which could add something to the gameplay. this is another great map from Jester, and a promising new approach. hope we get to see more like this one.
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Jun 13, 2005 5:46:53 GMT -5
Post by Le Ray [Q2C] on Jun 13, 2005 5:46:53 GMT -5
Looks great Jester. Thanks for the link!
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