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Fjo3dm1 - 12 Months - Beta 2
Posted: Wed Nov 21, 2007 12:09 am
by Fjoggs
Finally wrapped up what I currently feel is my best map so far regarding gameplay. Aimed at
CPMA 2on2 play. Not been tried in vq3, I guess it plays fine but it's in cpma the map really shines.
Gameplay is pretty much done, after alot of playtesting last summer with skilled cpma players.
Any comments is very appreciated!

Now, nuff talk, more links.
Changelog:
Beta1->Beta2:
Fixed HOM effect at low RL near YA.
Fixed the quadpool for both players and bots
Further tweaking of botclipping
Fixed colored locations for cpma
Beta 2 download Here!

Re: Fjo3dm1 - 12 Months - Beta 1
Posted: Wed Nov 21, 2007 2:12 am
by DTS
If you are standing on the RL spawn point opposite the YA, facing the YA, there's a HOM effect on the left.
The death pit could be lit so it's visible without having gamma high (the map looks washed out with high gamma).
I played it in VQ3 (OSP); the Quad, when you get it you can't get out of the pool without rocket-jumping.
Those green plants that have grown about the walls apparently damage buildings and can pull them down. So it's a bit disconcerting having them there cause the building might fall down and the roof come down on your head! I suggest something more sturdy.
Edit: I forgot to mention; I couldn't find out what the map was like to frag on cause the bot just kept getting stuck in the Quad pool.
Re: Fjo3dm1 - 12 Months - Beta 1
Posted: Wed Nov 21, 2007 2:28 am
by Fjoggs
Will fix these errors. Cheers! And about the roof on yo head, I guess you'll just have to learn to live on the edge.

Re: Fjo3dm1 - 12 Months - Beta 1
Posted: Wed Nov 21, 2007 2:36 am
by foralarx2k3

Darn those are some darn sexy mapping skills, puts me to shame it does.
Runs ultra-smooth even on my old system. With those two issues fixed, this'll be on my playlist for a good while yet me thinks
Nice work mate.
Re: Fjo3dm1 - 12 Months - Beta 1
Posted: Wed Nov 21, 2007 2:53 am
by DTS
foralarx2k3 wrote:With those two issues fixed, this'll be on my playlist for a good while yet me thinks

It's 3 issues. The HOM effect, the death-pit lighting, the Quad pool.
Re: Fjo3dm1 - 12 Months - Beta 1
Posted: Wed Nov 21, 2007 10:35 am
by foralarx2k3
Hmm, didn't really think the death pit was that much of an issue once I knew it was there. Still a bit of extra light on the subject would make it a little easier to spot.
Re: Fjo3dm1 - 12 Months - Beta 1
Posted: Wed Nov 21, 2007 12:45 pm
by Fjoggs
New beta out, all errors have been fixed aswell as adding colored team_locations for CPMA, as they weren't working properly.
All the info you need is in the top post.
Re: Fjo3dm1 - 12 Months - Beta 2
Posted: Wed Nov 21, 2007 1:50 pm
by foralarx2k3
Kewl..
/FoRa! stares intently at the clock on his PC trying to make the day go faster so he can hurry home and give the new beta a whirl/.
Will post back later once I get my little hands on this puppy at home tonight.
Re: Fjo3dm1 - 12 Months - Beta 2
Posted: Wed Nov 21, 2007 5:16 pm
by v1l3
Very impressive man..you're right about gameplay..it's spot on. Fun to play..nice connectivity=) I'm really glad to see you finally put up a map with a botfile!! It's been some time since you did that. Aside from all that..I really like the choice of textures that you used, as it has a very original look to it. The bots really like to camp the Quad though..which only effects tourney for the most part, rather than DM.
Re: Fjo3dm1 - 12 Months - Beta 2
Posted: Wed Nov 21, 2007 11:07 pm
by foralarx2k3
I'm loving it. At first I had this crazy notion that I wanted anudder window from the RG through to the MG ledge, which then got me down the trail of moving the mh and some of the items round. But having played it some, I think it's just perfect the way it is. I reckon you are pretty much good to go here chap.
The one thing I have playing on my mind currently is ... one water pit kills you on contact the other one doesn't??? Could you not put some bloody spikes in there to fall unto or fog ?.
(Btw the seems of the pool walls still have hom effects where the upper and lower part of the pit walls meet ... about the level of the water ... it's best seen if you noclip 1 and go down to the bottom of the pit and look up.. but that's being real picky, you can't notice it in game, not unless you know it's there and you fell in... hmm, darn, now I've typed this everyone will know :P... easy to fix though right ?)
FoRa!
Re: Fjo3dm1 - 12 Months - Beta 2
Posted: Wed Nov 21, 2007 11:48 pm
by Fjoggs
Cheerio. Will fix the HOM. Consider this one pretty much final after that.
