Coming up on the big 700!
I'd like to say to those of you who took the time to look at it:
THANK YOU ALL VERY MUCH!
If any of you are interested in looking at my next work in progress, you can check out the beta section here at LVL. There are screen shots as well as the big download button for the upcoming map, Bad Mojo. lvlworld.com/beta/betacomments.php
It's set in a futuristic abandoned facility type dealy.
I'm using the "Emerald" sky shader, compliments of Sock. As well as several tweaked textures from the STAR TREK ELITE FORCE game. There are several ambient sounds and I've also added another trick:
Teleporter chutes!
It weighs in at 4.5 MB but feel free to check it out and give me any feedback, if possible. If you know of any areas that can be improved upon, I'd surely appreciate the suggestions.
Thanx again!
That's the nicest compliment anyone's ever given my work!
Thanx again dude. I'm glad you liked the map. More on the way!
I'm glad you got the meaning and my inspiration for the map.
All in the name of fun!
Actually, I didn't add a hurt trigger to the doors, I just wanted to hurt you if you got lazy! I figure a person with the BFG has too much of an advantage so if their health is diminished in some way, it would even out the balance of power.
About it being unplayable with 3 bots, sorry. Ever since I added that little hallway on the lowest section with the YA it has chugged and I've been unable to compensate for it.
Shitty.
Thanx again for your comment and yer vote.
And I found a little "bug", you are not killed by the door of the bfg, you are only hurted which lasts longer till you die. You have to increase the damage of this thingie up to 9999 to kill someone, when he is squished by it. But I think it is a good map, I gave it a 7
Man, I should just go to bed and stop watching the download counter!
At the very least, I'd like to thank everyone for the download! I know it's a cow at 4.5 MB. Hopefully, some of you will get back here with some comments/suggestions/death-threats.
I've already taken the reviewer's advice and compiled a version with LESS ammo and weapons as well as repositioning some weapons.
I have, however, intentionally kept the two RL/YA combinations in their original positions on either end of the open area below the "Monkey Switch".
The reason is simple.....Beta testers told me it was fun when two combatants entered the area - from opposite sides - and each grabbed the combo before going at it. (I DID try to keep it balanced!)
They said it mentally charged them up and gave them a "Come on, Fker! Let's rock!" sort of attitude when both were stocked up and ready to smackdiddlyackdown! This is the kinda intense fun I was striving for when I stuck those combinations at either end in the first place!
The frame rates have improved, but I won't post it unless some people want to try it....I figure the fewer versions of the same map out there the better.
I'm making several maps right now so any feedback on what I did right or wrong with this map will surely be appreciated....especially in weapon placement and how to lower r_speeds even further.
P.S. Just like most, this map's framerate doesn't drop so much when yer fraggin real players rather than bots.
Thanx again to everyone who downloaded it and gave it a go!
Please let me know what you think.
Well, I prefer the plasma with the Quad or Haste ( I tend to NOT blow myself to bits with that combo!) since the BFG to Quad hike isn't all that quick...but I certainly like the fact that you tried to get all the goodies in one run! You must have been playing 1v1 to motor around the map that fast without being seen and having to waste any BFG rounds. Har, har!
Squire Gibbage...the reason for the funky rising door was dictated by the surrounding geometry...there wasn't any other direction for it to go!! Hope it didn't screw with ya too much.
And don't worry, they're self-cleaning floors.
if you want to dominate and have a blast on this map: grab the BFG, then Quad, and finally a little Haste to top it all off ... oh, the carnage!
A little odd in the architecture and texturing (one door slides apart while another, identical, rises.)but in a crowded deathmatch, it's hella fun! I'd hate to clean the place up after that...
Whatchoo up ta next?
I'm glad you had fun!
I added the extra goodies to keep the intensity level up. Probably too much but, hey.
I didn't play bots, (hate them) but the overall playability is good, if not a bit choppy.
again...fun fun fun!!!