Hit the Floor
Hit the Floor by r3x.theCat
Comments
Add a comment
avatar
**Preview only**
Be sure to submit your comment
Formatting help
Submit
Preview
Cancel
Submitting comment...
avatar
HelterSkeleton Rep. 6698
#6   27 Aug 2019
This level is designed with Challenge Promode in mind. The upper level jumps mentioned in the review are all achievable in cpm. They are easy in vq3 too. There are jumps from lower level to upper level rg and gl platforms from stair trim, and the map even features two green armours. Also: the title "Hit the Floor" is an obvious cpm reference and dead giveaway. Because cpm movement allows a player to cover the whole map really quickly, if you don't hit the floor running you'll just end up being spawn-fragged most of the time. The area with ya/lg (lower) and sg/ga (upper) - as per screenshot - should have really been reworked to better utilise movement from the lower to upper levels via the stair trim (e.g. from both directions entering this room). Move the upper platform back and shift the jump pad over to the green armour would have been the quickest fix for that. There are also some minor issues with item placement. Quad is the biggest issue: spawning in vq3 1v1, but this issue is fixed in promode tourney. The quad and ra make this great for a small ffa or 2 v 2 TDM (it lacks the machine gun ammo but you can mke do without it). I think the big let down in author's item placement is due to trying to fit the level into too many game types rather than just focusing on one. For example, while good for cpm tourney there are just way too many large open spaces for this type that would be eliminated if it was scaled down (e.g. room where the quad spawns). Not a bad effort though. 3 or 3.5 if you include Colton's fixes. Missing textures make a big difference as to whether a map goes into rotation or not. I would update the game type under overview to reflect the playability in cpm.
Edited 14.05 hours after the original posting.
Agree (1) or Disagree (0)
avatar
Colton Rep. 397
#5   21 Mar 2016
Some info about bot support: They tend to stay around the main open floor, and they never go up to the 2nd floor. More item_botroams may have fixed this.
EDIT: Turns out it's the botfile I made originally. I'm updating ALL my previous patches (patches made prior to April-May 2016).
Edited 45.7 days after the original posting.
Agree (1) or Disagree (0)
avatar
Colton Rep. 397
#4   28 Feb 2016
I would like that, Tig, so that way other people like me wouldn't have to go through this again. EDIT: O... Crap... I must've uploaded the wrong zip, sorry about that, the proper zip/pk3's link is here: mega.nz/
Edited 2.3 minutes after the original posting.
Edited 11.93 minutes after the original posting.
Agree (0) or Disagree (0)
avatar
Tig Rep. 2332
#3   27 Feb 2016
@Colton: Please re-package the PK3 as a patch PK3. This means, only including the missing items and do NOT touch or include the original .bsp file or textures. Please call it something like "z-simple-dm5-patch.pk3" (the "z" is so it loads after the original), not "simple-dm5.pk3". You should also include a text file with information about why the patch PK3 is needed, what it fixes etc.

If you want me to elaborate on why this is important let me know and I'll make a forum post with details.

BTW, I don't see a .aas (bot file) in the download.

Agree (0) or Disagree (0)
avatar
Colton Rep. 397
#2   27 Feb 2016
I have made a version of this map with the missing textures/shaders added, plus bot support. Link: mega.nz/
Mind adding this version of the map to this page, Tig? EDIT: Link has been updated due to the previous link being the wrong zip, sorry for the inconvenience.
Edited 1.3 days after the original posting.
Agree (0) or Disagree (0)
avatar
BoricuaRetroGamer Rep. 84
#1   26 Jan 2016
Amazing map! Keep up the good work!
Agree (2) or Disagree (0)
Clear