Author Topic: Midnight2  (Read 17241 times)

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Midnight2
« on: May 11, 2006, 07:14:07 PM »
I'm considering revising this map.  Any suggestions?  Here are some things that I have in mind:
- Add a second exit to the water, since the newbies can never seem to figure out how to get out.
- Remove the built-in wallhack where you can stand on the tunnel entrance and see the hallway.
- Get rid of the water tricks.  There's no need for them now.  The new water looks much better.
- Maybe add an additional high route with DSM so people don't get pinned down with spray.

MosEz

  • Autococker
  • Posts: 630
Re: Midnight2
« Reply #1 on: May 12, 2006, 04:41:32 AM »
nice one

Vinne

  • VM-68
  • Posts: 227
Re: Midnight2
« Reply #2 on: May 12, 2006, 05:22:04 AM »
you should add like a one secret not a big one one people can find out easily MABYE

not saying you should bou you know

lekky

  • Autococker
  • Posts: 2449
Re: Midnight2
« Reply #3 on: May 12, 2006, 10:53:28 AM »
 ???

SkateR

  • Autococker
  • Posts: 1173
Re: Midnight2
« Reply #4 on: May 12, 2006, 10:55:21 AM »
Add a better layout of guns, It takes forever to get some stuff. Well not really but, if you go low which is high on that map its kinda like blah. Nothing there. Maybe a carbine in the middle of the tunnel? Actually, I do like midnight2. I hate midnight.

bitmate

  • Autococker
  • Posts: 1248
Re: Midnight2
« Reply #5 on: May 12, 2006, 11:14:42 AM »
- Remove the built-in wallhack where you can stand on the tunnel entrance and see the hallway.
Where is that?

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Midnight2
« Reply #6 on: May 12, 2006, 12:24:13 PM »
SkAtEr: The high path is the rush path -- you have the choice of rushing with stingrays and grabbing an autococker in the middle, or falling back to the base to grab some midrange weapons.  I like the way it works, but some people feel they can't leave the base until they're loaded with a 20oz co2, 200 rounds, and a mid to high range gun.  It only takes 1 shot to kill somebody.  You don't need much. :)

bitmate: there's a door frame around the high tunnels.  If you jump on top of it, you can see through the sky into the tunnel.

toM|vendettA

  • 68 Carbine
  • Posts: 335
Re: Midnight2
« Reply #7 on: May 21, 2006, 11:24:22 PM »
BIGGER tunnels, where we dont have to worry about hitting our heads.

Termin8oR

  • Autococker
  • Posts: 1023
Re: Midnight2
« Reply #8 on: May 25, 2006, 12:15:10 PM »
......... Bigger tunnels is good, but I dont want them to be to big so 100 people can fit in them.

-Termin8oR

Vinne

  • VM-68
  • Posts: 227
Re: Midnight2
« Reply #9 on: May 25, 2006, 01:57:42 PM »
any pictures LOL IM SEROUIS ANY PICS YET ID LIKE TO SEE HOW THIS TURNS OUT

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Midnight2
« Reply #10 on: May 25, 2006, 04:13:39 PM »
Go to the console and type, "map midnight2".  That's how it stands right now.

Vinne

  • VM-68
  • Posts: 227
Re: Midnight2
« Reply #11 on: May 29, 2006, 03:59:41 PM »
o iv'e already played mabye u can make a newer one ?
like better guns instead of the one put like the airtime  guns in as the first ones
 and its to cramped no affence

my spell check wont work sorry

lekky

  • Autococker
  • Posts: 2449
Re: Midnight2
« Reply #12 on: May 30, 2006, 02:52:03 AM »
my spell check wont work sorry

you probably killed it already.. :/

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Midnight2
« Reply #13 on: March 09, 2008, 12:42:16 PM »
Figured I'd post some teasers.  Every once in a while I pop this open and change some things.  I've mostly just been adding detail and using more realistic proportions.

i_am_a_pirate

  • Autococker
  • Posts: 759
Re: Midnight2
« Reply #14 on: March 09, 2008, 02:19:53 PM »
now thats cool. I presume thats using high-res textures?

Byz

  • 68 Carbine
  • Posts: 409
Re: Midnight2
« Reply #15 on: March 09, 2008, 02:40:58 PM »
Looks very very nice

i_am_a_pirate

  • Autococker
  • Posts: 759
Re: Midnight2
« Reply #16 on: March 09, 2008, 02:50:52 PM »
I like the way you've added LIGHT to the elim zone. Some of the newbies were a bit bemused about what the hell was happening at the elim zone

WarWulf

  • Autococker
  • Posts: 539
Re: Midnight2
« Reply #17 on: March 09, 2008, 10:16:17 PM »
looks nice

when adding paths and escape routes. think like a ferret! *dook dook dook* :)

Cameron

  • Global Moderator
  • Autococker
  • Posts: 2686
Re: Midnight2
« Reply #18 on: March 10, 2008, 02:19:26 AM »
I will say this after hating this map ever since i first played it ITS MUCH BETTER from the screenshots point of view.

KnacK

  • Global Moderator
  • Autococker
  • Posts: 3039
Re: Midnight2
« Reply #19 on: March 10, 2008, 06:30:14 AM »
I will say this after hating this map ever since i first played it ITS MUCH BETTER from the screenshots point of view.

One main reason a lot of new players dislike midnight and midnight 2 especially is that it isnt fast.  There is no fluid path from oen side to the other.  It takes a lot of work unlike some of the current popular maps that with a few jumps you're on teh other side of the map.

But these new screenies look great.