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New Map: Mega Procyon

Started by Who, February 10, 2010, 05:02:13 PM

Who

Hi all,

I see so many complaints all the time about chokepoints and camping in maps that I decided to take a stab at making a map with a layout to defeat this problem once and for all!


I proudly present to you: Mega Procyon (2.4 MB) (click to download!)

It features a unique layout, with two hundred fifty two different ways to go directly to the enemy base! Many of you might wonder, "but Who, how could I ever navigate such an incredibly option rich map? Won't I get lost?"

Fear not!


  • Every room is uniquely identified by a location on a grid (see below)
  • The grid location of each room is displayed on the ground at the center of each room
  • There are location entities to help your teammates quickly locate you
  • Additionally, each section is color coded for easy identification
Here is the map grid:




Here are some screenshots: (click for big!)

Human Base:


Alien Base:


U7:


W5:

CreatureofHell

That looks so amazingly epic  ;D
{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good

your face

wow who sop soooo funny  :D ;) ;) :) :) ;D ;D ;D ;D ??? :laugh: :laugh: :angel: :)

...
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!


Asvarox

I hope it will be added to 1.2 defaults and become new atcs
Quote from: J3lackStar on July 14, 2011, 09:14:42 PM
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

CATAHA

Noobs gonna die on this map, so it wont be new atcs ) but map good anyway )
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

commander scrooge

Good map, but 36 rooms, one sneaky dretch/granger will be near impossible to catch.
Pathbot every thing you need here

MitSugna


Asvarox

kk played 1vs1, 2vs2 and 5vs5 games some ideas:
- CLIP IT >:(
- add "you are here" map in every room
- Not my idea, but it could be interesting to have a teleporter+portal on every dead end
Quote from: J3lackStar on July 14, 2011, 09:14:42 PM
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

mooseberry

Looks like a great idea for 1.2 map!!!
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

MitSugna

Quote from: mooseberry on February 11, 2010, 12:45:55 AM
Looks like a great idea for 1.2 map!!!
would you say the same if it was a nubcake map? :D

Tremulant

Quote from: Asvarox on February 10, 2010, 10:01:45 PM
- Not my idea, but it could be interesting to have a teleporter+portal on every dead end
Mine
Quote from: Firstinaction on April 07, 2011, 03:36:46 AM
my knees by my face and my ass is being hammered

Lakitu7

Added to dl.mg.net
Made votable on US1 and EU1.

your face

Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!


Kiwi

Very repetitive, its the same thing over and over and over and over and over and over and over and over... Just making a point.
I was talking with someone, I think it was Hamstar, and they suggested adding variable doors between every room.  These doors would randomly be open or closed for the whole game.  Open doors would work just like normal doors, where closed doors would act like walls.  This would allow each time you play this map to be a new experience.

Regards,
Kiwi

CATAHA

Well... i thinked about map with stage-dependence doors map. But foor real gameplay you need carefull matrix minimization. Im too lazy for that. =)

PS I dont think this ctrl-c + ctrl-v map need doors. It gonna broke all concept.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

UniqPhoeniX

How about you compile VIS before releasing the map publicly... Pushcannon lags less then this. This problem should have come out by now.

A Spork

Don't shoot friend :basilisk:! Friend :basilisk: only wants to give you hugz and to be your hat

Proud Member of the S.O.B.F.O.B.S.A.D: The Society Of Basilisks For Other Basilisks Safety and Dominance
:basilisk:    :basilisk:    :basilisk:

Lava_Croft

Quote from: UniqPhoeniX on April 10, 2010, 11:57:18 PM
How about you compile VIS before releasing the map publicly... Pushcannon lags less then this. This problem should have come out by now.
Map runs fine on my 'aging' 1.6GHz.
Nothing ever happens.

UniqPhoeniX

I meant when there are actually some players on the map. But still, rendering every single room in front of you all the time is ridiculous.