Author Topic: New Map: xmts  (Read 6614 times)

deadfroggy

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Re: New Map: xmts
« Reply #20 on: August 19, 2012, 12:54:01 AM »
umm added boxes, cant remember anymore :D
oh yeah added autocockers in the middle because i thought whats the point of "x marks the spot" if theres nothing at the x. :)

jitspoe

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Re: New Map: xmts
« Reply #21 on: August 19, 2012, 07:08:35 PM »
I've attached a demo with some suggestions for revisions.  Biggest thing here is that you need to use a grid of 8 or larger to make sure your brick textures are properly aligned.

deadfroggy

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Re: New Map: xmts
« Reply #22 on: August 20, 2012, 04:49:24 AM »
Pft didnt take long :D. sorry about all the missalignments...
Beta 6 is uploaded!:)

deadfroggy

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Re: New Map: xmts
« Reply #23 on: August 21, 2012, 01:28:55 AM »
B7 is uploaded fixed spawns on the top of the map and put the X 's in the middle of the map lmao.

Chef-Killer

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Re: New Map: xmts
« Reply #24 on: August 29, 2012, 03:58:21 AM »
For the next beta you could align some more stuff.

Some players look in front of barrels or boxes. You might change the angle value here.

Scale down the texture size to 50% for the small boxes. You can do this with the surface properties window in bsp (select the brush, press S, change the SX and SY values to 0.5, click apply brush).

Align the light textures. Seems that the brushes are a little bit too big. Maybe use an other texture for the sides, only the front should light.

Beta 7 is online @ [OTB] Beta!

deadfroggy

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Re: New Map: xmts
« Reply #25 on: August 30, 2012, 04:15:48 AM »
uploaded b8

Chef-Killer

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Re: New Map: xmts
« Reply #26 on: August 31, 2012, 07:31:20 AM »
Looks better now.

Some light textures/brushes left at the stairs.

Did you already test the map online with a few players?

Beta 8 is online @ [OTB] Beta!

deadfroggy

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Re: New Map: xmts
« Reply #27 on: August 31, 2012, 02:59:35 PM »

Some light textures/brushes left at the stairs.

Did you already test the map online with a few players?

Beta 8 is online @ [OTB] Beta!
i tested it with some people and they find it a good map for dm and tdm

jitspoe

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Re: New Map: xmts
« Reply #28 on: October 06, 2012, 05:23:38 PM »
Another demo attached with feedback.

One thing I forgot to mention is that I would like to see more people start using more realistically sized barrels instead of the 7 foot tall ones (height 32, radius 12).

Are you planning to keep this a straight up elimination map?  I'm starting to think it could make an interesting centerflag map with more defined bases and a flag in the middle upstairs.

deadfroggy

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Re: New Map: xmts
« Reply #29 on: October 24, 2012, 04:12:13 AM »
Im sorry my computer i had the file on i lost it the .map file because something failed with the system and i had to recover it and it didnt have the file sorry. :P
Ill try to recreate it in a while.

Clipz

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Re: New Map: xmts
« Reply #30 on: November 03, 2012, 09:38:13 AM »
Download winbspc, decompile your old .bsp file to a .map file.

MyeRs

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Re: New Map: xmts
« Reply #31 on: November 03, 2012, 09:58:35 AM »
Im sorry my computer i had the file on i lost it the .map file because something failed with the system and i had to recover it and it didnt have the file sorry. :P
Ill try to recreate it in a while.

Don't try to recreate it.... it wasn't good. Just try to learn from it and make something better.

Rick

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Re: New Map: xmts
« Reply #32 on: November 06, 2012, 04:03:17 PM »
Don't try to recreate it.... it wasn't good. Just try to learn from it and make something better.

Exactly right.