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Rail Trouble - beta6

Posted: Sun Jan 15, 2006 1:02 am
by [TymoN]
This is small tourney map. I made it for rail duels.
Beta2:
RA, 2xYA, RG, RL, SG, 2xHB

beta5
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Posted: Sun Jan 15, 2006 3:10 am
by GODLIKE
You can "shot clip" the ceilings by a few units.. it may help "deepen" the splash to minimize the damage, but it won't block splash.

I see the skills are coming along, though; looks nice.

Posted: Sun Jan 15, 2006 4:26 am
by prince1000
what's the story with resurrection? i think it has a lot of potential. ever show it to cpl?

Posted: Sun Jan 15, 2006 11:25 am
by [TymoN]
GODLIKE - shotclips it's good idea.
price1000 - As seen people are not interested of this map. Yes, I post on cpl forum this map.

Posted: Sun Jan 15, 2006 5:59 pm
by kleeks
i really like the white trim to the platform edge, lots of neat angular lines :)

Will dl and have a run about - although games would be nice to form a proper opinion. /me curses the autodl problem - can't even stick it on somewhere and only play it when the server is empty :(

Posted: Sun Jan 15, 2006 6:18 pm
by [TymoN]
When I create server "floor dmg" not work ;(
It's work when I testet map: si_map

Posted: Sun Jan 15, 2006 10:45 pm
by Oeloe
[TymoN] wrote:price1000 - As seen people are not interested of this map. Yes, I post on cpl forum this map.
I think your maps really need good custom textures (Resurrection especially). I liked the original Resurrection for CPMA, but i think that one had some problems with dead space (too much space in some areas to provoke fights between players; too easy to run away). There are interesting parts in it, but perhaps you should try to rearrange it in a simpler way (a bit like ztn3t1 perhaps -> simple rooms and hallways) and not just recycle the layout for a Q4 remake.


I like all the stuff that you put in your newest map. :) Texturing is quite boring though. It would be nice to see some more colors in it.

Posted: Mon Jan 16, 2006 12:26 am
by prince1000
what is it with you and nuetral colors? i think the subdued colorscheme is perfect for a gameplay driven map.

Posted: Mon Jan 16, 2006 2:09 am
by Oeloe
Ambient light is quite a bit too high. All corridors are lit all through.

Posted: Mon Jan 16, 2006 1:39 pm
by [TymoN]
Yes, the ambient is too hight. I fix this i next beta.
Thx Oeloe.

Beta2 is coming soon. What do you think about this "broken doors"?. It's make you slower and harder to take RA/MH.

Posted: Mon Jan 16, 2006 5:49 pm
by Oeloe
[TymoN] wrote:What do you think about this "broken doors"? It's make you slower and harder to take RA/MH.
Nobody has complained about it, so... ;) I think it's ok like that and it doesn't really slow you down very much (crouchslide under door).

Posted: Mon Jan 16, 2006 11:45 pm
by [TymoN]
Beta 2.

- change ambient light, add more lights - map looks better now.
- deleted NG
- add second HB

Armors: RA, 2x YA
Weapons: RG, RL, SG, 2x HB

DOWNLOAD

Posted: Wed Jan 18, 2006 6:28 pm
by [TymoN]
I have made a decision.
I take the best from beta3a and beta5.
From beta3a:
- RG and MH position(and MH side layout)
From beta5:
- layout(RA side), doors.

other changes:
- no LG !!!
- cosmetic changes

Map for rail lovers - you remember ? ;)

Right now I would like to know as on this version play without LG.
Jump for MH not too hard?
beta6