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Post by blackheartiii on Oct 3, 2009 20:39:22 GMT
Yay... not very sure how you are going to incorporate the whole control aspect of some of those, but really cool ^.^
Something like walls that close in on you at some point when activated than open back up(obviously some of these traps need a timer or something so as not to be able to just spam them). Just make sure there is timing / strategy involved with the activation of traps at certain points.
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Post by sk8r2000 on Oct 8, 2009 15:25:32 GMT
Got an unfinished, untextured version. When I say unfinished, I mean that I am going to add more to it later, but this part is finished. You can download it here: d01.megashares.com/dl/2053998/death_race.zipALSO, can an admin move this to "Projects" please as I'm working on it.
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Post by blackheartiii on Oct 8, 2009 19:39:02 GMT
Nice, and nvm about the wall thing, with a push trigger, a hurt triggur, and a few flags you can get it working (I made it and some other traps the other day while brainstorming). But it just wouldn't do with the feel of this map... I like how open and such it is. Oh and you probably fixed it already but you need to make the other hole on the roof for one of the ladders bigger (forgot which)... might be intentional but I doubt it, atm you can't get through. Hmmm, be interesting to have some of the stuff more random per round (just a lot of it seems like it would be just memorizing which path is which, and not much at that) but that can be done later, good work so far.
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Post by sk8r2000 on Oct 8, 2009 21:50:36 GMT
Nice, and nvm about the wall thing, with a push trigger, a hurt triggur, and a few flags you can get it working (I made it and some other traps the other day while brainstorming). But it just wouldn't do with the feel of this map... I like how open and such it is. Oh and you probably fixed it already but you need to make the other hole on the roof for one of the ladders bigger (forgot which)... might be intentional but I doubt it, atm you can't get through. Hmmm, be interesting to have some of the stuff more random per round (just a lot of it seems like it would be just memorizing which path is which, and not much at that) but that can be done later, good work so far. I think I'm pretty much done now! I did notice the ladder thing but forgot to change it before upload. The method of getting up there has now been changed from ladders to teleports. Added a few traps, changed the spikes so that they smash, fixed a lot of stupid sticky-outy bits. It changed from the plan quite a bit; a few of the ideas were scrapped completely. I'm just about to compile, so I'll post the map when it's done! EDIT: Don't have enough time to compile tonight... will do it tomorrow.
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Post by john88z on Oct 8, 2009 23:08:08 GMT
Just make sure to add pictures as well when you do. Also if you'd post it on fpsb then Id be happy to assess it.
assess assess assess assess
Got it.
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Post by dafatcat on Oct 9, 2009 0:35:34 GMT
Just make sure to add pictures as well when you do. Also if you'd post it on fpsb then Id be happy to asses it. OLOLOL0L!!!1!1 u sayed asses xd so funi But yeah, pics would be nice
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Post by john88z on Oct 9, 2009 3:07:34 GMT
Did I not spell it right or something, I thought it was right D:
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Post by dafatcat on Oct 9, 2009 13:31:14 GMT
assess
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Post by sk8r2000 on Oct 9, 2009 14:35:31 GMT
Yeah don't worry, pictures will be up as soon as I get it on FPSB (I don't think screenies will really show you much though, you might have to dl it to get the full idea). Also, I didn't do a very good job on the textureing (I suck at texturing ) EDIT: It's up!!! www.fpsbanana.com/maps/113610
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Post by blackheartiii on Oct 9, 2009 18:40:00 GMT
The download link appears broken to me, the pictures look good though.
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Post by sk8r2000 on Oct 9, 2009 19:11:35 GMT
The download link appears broken to me, the pictures look good though. I marked the link as broken, working now
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Post by blackheartiii on Oct 9, 2009 20:52:58 GMT
Alright, and nice. Using the roof was a bit confusing for me but besides that it was interesting. Died a lot though, that last bit wasn't that bad though... just had to jump a lot. I still like how open it is. There is a slight graphical glitch though where the main wall in the first section intersects the lower wall near the teleporter. Also, the boulders are glass? I dunno, maybe a different texture will make it look better though. Oh and the first trap, the fake floor... you don't have it go all the way under the glass (it goes flush with the glass then stops). Which looks off. The hole where the floor continues to happen at several platforms including the one near the teleporter for section1 - section2. Also on the CT control room side near that same wall there is a hole in the wall (a sliver) near the door from section 1 to 2. For the CT's the second and third and forth buttons don't touch the ground. For the T's the third button doesn't touch the ground. Also, I was never too happy with the idea to teleport from section1-2, it feels weird, but that's not really an issue. And the glass walls seem weird from the control rooms --especially near the roof, but this is just one of those things that happen with the way brushes / glass works and while it could be fixed if you are happy with the look that's cool. And the flooring isn't always lined up but that's probably fine aswell... Sorry that this turned into more of a list of little bugs/ issues, just thought I'd list them as I saw them while I went through. If you want to move on to other projects I understand, just thought I'd inform you of those few little things.
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