Author Topic: Airtime Part Deux  (Read 2079 times)

loial21

  • Autococker
  • Posts: 2807
Airtime Part Deux
« on: February 02, 2006, 05:46:29 PM »
What the. Any chance of posting it for downloading, please.

P!nk

  • Autococker
  • Posts: 948
_
« Reply #1 on: February 02, 2006, 05:54:52 PM »
Post removed
« Last Edit: July 26, 2010, 02:45:31 AM by P!nk »

Clipz

  • Committee Member
  • Autococker
  • Posts: 1497
Re: Airtime Part Deux
« Reply #2 on: February 03, 2006, 11:21:25 AM »
When you make the second map dont just add barrels i think the 2nd is worse then 1st

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Airtime Part Deux
« Reply #3 on: February 03, 2006, 12:36:45 PM »
Simply because there are barrels in it?

Oh, speaking of barrels, I was gonna suggest S8N phong shade those, but he released it before I had a chance to give any feedback.

S8NSSON

  • Autococker
  • Posts: 709
Re: Airtime Part Deux
« Reply #4 on: February 07, 2006, 03:47:04 PM »
Ok...mr clipz
There are alot more changes than just some barrels.
I've played this map alot. Others have played this map alot.
Others have given me info on some things they thought would be nice.
I have seen some things I thought would be nice.

What's different:
1) The flag plaques are fixed (texture scaled and aligned properly)
2) There is a raised platform with some barrels on it in the dead corner opposite the base entrance.
3) There are barrels placed around the angled bunker.
4) The angled bunker has been made taller by 16 units.
5) The natural wallhack has been removed from the high end areas.
6) Some railing has been placed around the high end areas.
7) On the side upper areas you can now get on the wall on both sides of it.
7) Where you get on top of the base-side plaque to get over to the end high area to get the cocker, you can instead turn back towards the wall, jump up, and there is an invisible ladder to get ontop of the wall.
8.) Added lighting to the backdoor path.
9) Added barrels by the base entrances.
10) Reworked the lighting for the entire map.

Some of the changes were made simply because I wanted to change them. Others were made from suggestions. Most changes were made to give the attacker more cover out in the middle while attempting to overcome a base camper.

The feedback i've gotten so far suggests that these changes have succeeded in slowing the gameplay of this map down slightly.

Of the novel additions for getting on top of the walls, most people know that going on top of the walls, if not done very swiftly and by someone with a good long ball, is certain death. So no harm no foul there.

Are the changes massive, no. The changes are some what subtle, but changes I wanted to make.

Do I have plans for a drastically modified airtime, yes. I have plans to drastically increase the size of airtime into a huge multipathed map. When? When I feel like it.

Don't like the map...go cheat somewhere else.

Clipz

  • Committee Member
  • Autococker
  • Posts: 1497
Re: Airtime Part Deux
« Reply #5 on: February 07, 2006, 04:53:06 PM »
well then dont name it airtime2 just re submit it as airtime

S8NSSON

  • Autococker
  • Posts: 709
Re: Airtime Part Deux
« Reply #6 on: February 08, 2006, 08:59:45 AM »
don't tell me what to do boy
you ain't the boss of me
i'll name it clitz-a-detective.bsp if i want...whatchagonnadoaboutit?

Clipz

  • Committee Member
  • Autococker
  • Posts: 1497
Re: Airtime Part Deux
« Reply #7 on: February 08, 2006, 11:49:58 AM »
im just saying it makes more sense! not trying to excrement on u