Author Topic: NEW RELEASE: Map Cruz Exports (beta 6)  (Read 101776 times)

your face

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Re: Map Cruz Exports (beta 1)
« Reply #30 on: January 29, 2009, 07:40:04 pm »
Thanks for the comments, guys, it really means a lot. :D

@ Rotacak: If people could go wherever they wanted to, it would end up with too much gameplay borking stuffs, dretch camping spots, and other hax. :(

(Beta 2 coming soon).

Edit: if anyone has a texture they think would make a good conveyor belt texture, that would be great!
« Last Edit: January 29, 2009, 08:51:37 pm by your face »
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amz181

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Re: Map Cruz Exports (beta 1)
« Reply #31 on: January 29, 2009, 10:16:37 pm »
Brilliant lighting ;)

ill try it out later :)

Bissig

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Re: Map Cruz Exports (beta 1)
« Reply #32 on: January 29, 2009, 10:49:33 pm »
Very nice map. But sadly is too much restricted. I can't go far down or up near reactor room, can't go inside plane engines, can't go trough fan etc. There is many interesing places, but players can't go there  :'(

That's because it is a well made map and not some brick of shit.

rotacak

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Re: Map Cruz Exports (beta 1)
« Reply #33 on: January 29, 2009, 11:46:08 pm »
your face: I don't think that dretch in plane engine can camp :) Even near fan. Humans can shoot him. But it is only my opinion. You like to be blocked/killed by invisible wall, me not.

your face

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Re: Map Cruz Exports (beta 1)
« Reply #34 on: January 30, 2009, 12:01:51 am »
Well, I wanted the effect of it going up endlessly beyond sight, and if someone went up there it wouldn't have the epic effect, and if you really want to get zapped by the ship's engine, be happy with the reactor. :P
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Kaleo

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Re: Map Cruz Exports (beta 1)
« Reply #35 on: January 30, 2009, 12:22:09 am »
I would suggest putting some ladders into the reactor room so if a player falls onto the pipes, their only option is not to jump to their deaths.

I would also lower the hurt brush in that room a bit, but that's just personal preference.
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your face

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Re: Map Cruz Exports (beta 1)
« Reply #36 on: January 30, 2009, 12:40:53 am »
Thanks, on it.
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tuple

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Re: Map Cruz Exports (beta 1)
« Reply #37 on: January 30, 2009, 02:50:47 am »
Haven't played a proper match, but it looks fun.  Lots of places for aliens to hide and egg spam, and good human base location.  The floor of the hanger is a really nice touch.  I look forward to beta2, though I'd still play beta1  ;)

FreaK

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Re: Map Cruz Exports (beta 1)
« Reply #38 on: January 30, 2009, 06:00:14 am »
scrimmed on this map earlier, only problem i see with it are some of the hallways are too narrow but other then that I like it. gj

cactusfrog

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Re: Map Cruz Exports (beta 1)
« Reply #39 on: January 30, 2009, 06:56:07 am »
wheres the Easteregg

Kaleo

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Re: Map Cruz Exports (beta 1)
« Reply #40 on: January 30, 2009, 07:04:16 am »
wheres the Easteregg

It wouldn't be much of an Easter Egg if he told you now, would it?
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seeeker

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Re: Map Cruz Exports (beta 1)
« Reply #41 on: January 30, 2009, 07:17:28 am »
=O awesome map!!
(/me wants to get better >_<)

uploaded to tremcentral so that servers (and ppl) can get it easy =D
http://tremcentral.com/base/map-cruz-b1.pk3

again... awesome map =)



CreatureofHell

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Re: Map Cruz Exports (beta 1)
« Reply #42 on: January 30, 2009, 02:02:35 pm »
That looks great! Can't wait to get home and test it!  :o

EDIT: Why does the maps folder contain 1984b4.bsp in it???
« Last Edit: January 30, 2009, 03:30:58 pm by CreatureofHell »
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n.o.s.brain

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Re: Map Cruz Exports (beta 1)
« Reply #43 on: January 30, 2009, 05:33:26 pm »
What mirror did you download it with?
because you probably have a corrupt pk3...

CreatureofHell

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Re: Map Cruz Exports (beta 1)
« Reply #44 on: January 30, 2009, 06:03:28 pm »
nvm, somewhere I made a mistake when extracting it...  :P I knew i'd feel like an idiot...(and no one say that's because I am one)
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your face

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Re: Map Cruz Exports (beta 1)
« Reply #45 on: January 30, 2009, 08:08:07 pm »
wheres the Easteregg

It's actually a different kind of easter egg (no random room in void). :P

@seeeker: thanks for the tremcentral mirror! <3
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ACKMAN

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Re: Map Cruz Exports (beta 1)
« Reply #46 on: January 30, 2009, 08:14:41 pm »
Is pretty cool map IMHO...

But there are some things that you should change:

- Annoying sounds everywhere... Make them lower or remove because if you are building in human base you get headache :/
- You should add some 'tunnels', they are campy, but good.
- Second door to plane?

The rest is very good.

your face

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Re: Map Cruz Exports (beta 1)
« Reply #47 on: January 30, 2009, 09:07:53 pm »
Is pretty cool map IMHO...

But there are some things that you should change:

- Annoying sounds everywhere... Make them lower or remove because if you are building in human base you get headache :/
- You should add some 'tunnels', they are campy, but good.
- Second door to plane?

The rest is very good.

1.  That sound is my anti-camp device, glad it's working :)
2.  I thought I already had enough camp spots D:
3.  This is one of the camping spots.
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ACKMAN

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Re: Map Cruz Exports (beta 1)
« Reply #48 on: January 30, 2009, 09:14:04 pm »
1.  That sound is my anti-camp device, glad it's working :)
2.  I thought I already had enough camp spots D:
3.  This is one of the camping spots.

Shame on you

CreatureofHell

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Re: Map Cruz Exports (beta 1)
« Reply #49 on: January 30, 2009, 09:26:17 pm »
you should make a campers version of the map!  :D Looks a great map, but as someone mentioned, the corridors are very narrow. Some parts lower my fps quite a bit though...  :'(
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your face

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Re: Map Cruz Exports (beta 1)
« Reply #50 on: January 30, 2009, 09:31:43 pm »
yeah, I suppose so. :(

Anyways, TRaK made a leet texture that will appear in b2, and superpie also made some cool new door sounds. (<3)

@FreaK: how did the gameplay balance out during the scrim?
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FreaK

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Re: Map Cruz Exports (beta 1)
« Reply #51 on: January 30, 2009, 10:17:35 pm »
yeah, I suppose so. :(

Anyways, TRaK made a leet texture that will appear in b2, and superpie also made some cool new door sounds. (<3)

@FreaK: how did the gameplay balance out during the scrim?

While on humans we moved rc to the room with the 3 stair cases and vent and all 4 of us went through the vent and we killed their eggs while the goons killed our base. I ran and hid in the plane as a builder so they couldn't get me  :D. Next round humans built next to default by the pipes and wires and we built forward eggs and acids and slowly won. It wasn't a serious scrim, only problem i saw was the narrow halls. We have to try it on the map again to see.

Winter

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Re: Map Cruz Exports (beta 1)
« Reply #52 on: January 31, 2009, 08:03:02 pm »
I has easter egg. ;)

Clicking on my sig will bring you to the [AC] forums.

Oblivion

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Re: Map Cruz Exports (beta 1)
« Reply #53 on: February 01, 2009, 07:05:34 am »
Very nice map, I sure can not wait to play it.
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Re: Map Cruz Exports (beta 1)
« Reply #54 on: February 01, 2009, 07:42:35 am »
Beta 2 shot using TRaK's epicwinbelt texture :D:
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CreatureofHell

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Re: Map Cruz Exports (beta 1)
« Reply #55 on: February 01, 2009, 08:17:51 am »
Epic Win!  :D Is the reason the red blocks hurt because of campers?
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Re: Map Cruz Exports (beta 1)
« Reply #56 on: February 01, 2009, 05:28:30 pm »
Well if it looks like it hurts, it sounds like it, and it smells like it, then it must hurt. :D
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{7}wrath

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Re: Map Cruz Exports (beta 1)
« Reply #57 on: February 01, 2009, 07:24:49 pm »
I would like the zappy red stuff better if it covered the entire opening and had the same texture as the blue glow walls in atcs. That would help tie it together and convince us they are from the same world.

Evoc

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Re: Map Cruz Exports (beta 1)
« Reply #58 on: February 01, 2009, 07:36:21 pm »
I would like the zappy red stuff better if it covered the entire opening and had the same texture as the blue glow walls in atcs. That would help tie it together and convince us they are from the same world.

Contrarily, I like it how it is. It's different, original, different, nonconformist, and different. Oh, did I say it yet? It's different.
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Re: Map Cruz Exports (beta 1)
« Reply #59 on: February 01, 2009, 08:09:01 pm »
there is a point where DIFFERENT becomes JUMBLED.