Author Topic: New Map - Tunnels  (Read 13260 times)

Termin8oR

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Re: New map - Tunnels
« Reply #20 on: March 22, 2007, 09:55:17 AM »
looks decent i think it needs more detailed brushes. thats more work but it looks better in the end.

Wolf Man

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Re: New map - Tunnels
« Reply #21 on: March 24, 2007, 10:14:21 AM »
there should be a larger entity limit then

Silly

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New Map - Tunnels
« Reply #22 on: April 25, 2007, 03:53:35 PM »
Hey! Well i have  a map, that i started a long time ago, but never really did an effort to finish it. I have done some touching up and here is the latest copy, Tunnels Beta 4

http://www.savefile.com/files/676038

Any errors on the map that you can see please post them so i can fix, and if you have any comments or suggestions please post them here :)

I will also add all of the following equipment:

Gun: Carbine
C02: 20oz (not loaded)
Hopper: 200
Ammo: 200
Barrel: Bronze


Thanks a lot guys

*Edit

Iv attatched it for anyone who cannot upload it

-Silly
« Last Edit: April 27, 2007, 04:43:40 PM by Silly »

Silly

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Re: New Map - Tunnels
« Reply #23 on: April 25, 2007, 04:24:14 PM »
Yes y00tz, i did not mirror the sides. If you can find them out, each side has its advantages and disadvantages. i don't know if you can jump into the hole, i never really intended it to be jumped into. Plus, there would be no reason why you would, unless you want to camp/spray.

And yes, i have not added c02 yet, as you can see on the first post, i will be adding it either next beta or the beta after that.

Your comments are, as usual quite helpfull. Thanks a lot y00tz

- Silly

jitspoe

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Re: New Map - Tunnels
« Reply #24 on: April 25, 2007, 05:04:14 PM »
I've attached a demo of things that need revising.  Here's a quick list, too:

- Needs more paths.  It's still essentially a 1-path map.  Most players won't be able to do the trick jumps to get to the high path, and even if they do, they will have to take the main path out after grabbing the flag.
- Spawns need to face the other way.
- Blue sometimes spawns in red base.
- Spawn equipment isn't consistent (I see you're going to change that, but you shouldn't release a beta until you've gotten that stuff straightened out).
- Walls are bland and need some work.
- Need to fix that grass wall in the base as well.
- Ramp above the red base has a platform.  Blue does not.
- Sky walls on high path of red base let you see through and look bad.  This looks to be fixed in the blue base.
- Gotta get rid of those ugly lollipop trees.

y00tz

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Re: New Map - Tunnels
« Reply #25 on: April 25, 2007, 05:07:41 PM »
Off topic: How do you record a demo and run a demo?
On topic: I love the trees... I was going to suggest that you make giant bananas out of brushes too... :P

Cheers,
y00tz

Cobo

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Re: New Map - Tunnels
« Reply #26 on: April 25, 2007, 05:12:56 PM »
record <name>
play <name>

Theres also arecord, but I cant remember if Jitspoe added it for build 17.

jitspoe

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Re: New Map - Tunnels
« Reply #27 on: April 25, 2007, 05:13:20 PM »
record <demoname>
demomap <demoname> (or load it through the play recorded demo menu).

Edit: Cobowned, but play is for wav files, not demos. :)

Silly

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Re: New Map - Tunnels
« Reply #28 on: April 25, 2007, 05:23:54 PM »
Jits:
Yes, the red base does have a platform, this is because if i did not make a platform, players would not be able to make the jump, ( it is about 6-8 64 sized squares difference from blue ). That is the reason why i have the platform.

Why does the grass ramp have to be fixed? Unrealestic?

jitspoe

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Re: New Map - Tunnels
« Reply #29 on: April 25, 2007, 05:24:47 PM »
Ever seen grass grow at 90 degrees? :)  Just use a different texture on the side.

y00tz

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Re: New Map - Tunnels
« Reply #30 on: April 25, 2007, 05:25:43 PM »
I guess even if gameplay isn't, the look should be real...
And thanks about the demo, I figured out how to stop recording...


Silly

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Re: New Map - Tunnels
« Reply #31 on: April 25, 2007, 05:27:48 PM »
:P okay jits. I killed the tree's aswell. I will fix the ledge for you too :P.

So do you agree with the platform?

Cobo

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Re: New Map - Tunnels
« Reply #32 on: April 25, 2007, 06:03:39 PM »
Edit: Cobowned, but play is for wav files, not demos. :)
I was testing you, Jitspoe. ;)
Looks like you pass, once again, but next time you wont get so lucky!

Zorchenhimer

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Re: New Map - Tunnels
« Reply #33 on: April 25, 2007, 06:36:28 PM »
I was going to ask for you to upload for Zorch, but you got it, great.
:D

Looks good. But I would definitely add more paths and obstacles.

Silly

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Re: New Map - Tunnels
« Reply #34 on: April 26, 2007, 06:26:14 AM »
Yeah, i am working on the beta 3, i have added a giant underground tunnel from which you can enter easily from each base.

But, since i have pretty much a whole open area (where the popsicle trees were) what should i put there?

Zorchenhimer

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Re: New Map - Tunnels
« Reply #35 on: April 26, 2007, 08:28:01 AM »
But, since i have pretty much a whole open area (where the popsicle trees were) what should i put there?

Bunkers, boxes, barrels, a river, a guy in a block of ice, it's all up to you.

jitspoe

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Re: New Map - Tunnels
« Reply #36 on: April 26, 2007, 11:25:01 AM »
Yeah, i am working on the beta 3, i have added a giant underground tunnel from which you can enter easily from each base.

But, since i have pretty much a whole open area (where the popsicle trees were) what should i put there?
Most of that area was completely unused to begin with.  There wasn't much reason to go over there or to the right of the tunnel.  You could probably get rid of a bunch of that area and improve the r_speeds, or better yet, rework it to add a second path from the center tunnel to the flag.

Silly

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Re: New Map - Tunnels
« Reply #37 on: April 26, 2007, 02:20:18 PM »
I have made another path way, but its just a hole that you jump down into to get to the bottom path.
« Last Edit: April 26, 2007, 03:02:20 PM by Silly »

y00tz

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Re: New Map - Tunnels
« Reply #38 on: April 26, 2007, 02:39:13 PM »
What's the ETA on Beta 3?

Silly

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Re: New Map - Tunnels
« Reply #39 on: April 26, 2007, 03:00:56 PM »
what is ETA?