Author Topic: New Map: Mega Procyon  (Read 10233 times)

Who

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New Map: Mega Procyon
« on: February 10, 2010, 05:02:13 pm »
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

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Re: New Map: Mega Procyon
« Reply #1 on: February 10, 2010, 05:05:55 pm »
That looks so amazingly epic  ;D
{NoS}StalKer
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your face

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Re: New Map: Mega Procyon
« Reply #2 on: February 10, 2010, 05:33:03 pm »
wow who sop soooo funny  :D ;) ;) :) :) ;D ;D ;D ;D ??? :laugh: :laugh: :angel: :)

...
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amz181

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Re: New Map: Mega Procyon
« Reply #3 on: February 10, 2010, 07:06:07 pm »
This map is awesum.

Asvarox

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Re: New Map: Mega Procyon
« Reply #4 on: February 10, 2010, 07:20:53 pm »
I hope it will be added to 1.2 defaults and become new atcs
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

CATAHA

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Re: New Map: Mega Procyon
« Reply #5 on: February 10, 2010, 07:37:16 pm »
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

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Re: New Map: Mega Procyon
« Reply #6 on: February 10, 2010, 08:10:46 pm »
Good map, but 36 rooms, one sneaky dretch/granger will be near impossible to catch.
Pathbot every thing you need here

MitSugna

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Re: New Map: Mega Procyon
« Reply #7 on: February 10, 2010, 08:22:44 pm »

I liek priem numbres

Asvarox

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Re: New Map: Mega Procyon
« Reply #8 on: February 10, 2010, 10:01:45 pm »
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
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

mooseberry

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Re: New Map: Mega Procyon
« Reply #9 on: February 11, 2010, 12:45:55 am »
Looks like a great idea for 1.2 map!!!
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

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MitSugna

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Re: New Map: Mega Procyon
« Reply #10 on: February 11, 2010, 09:48:03 am »
Looks like a great idea for 1.2 map!!!
would you say the same if it was a nubcake map? :D

Tremulant

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Re: New Map: Mega Procyon
« Reply #11 on: February 11, 2010, 03:21:01 pm »
- Not my idea, but it could be interesting to have a teleporter+portal on every dead end
Mine
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Lakitu7

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Re: New Map: Mega Procyon
« Reply #12 on: February 11, 2010, 07:00:45 pm »
Added to dl.mg.net
Made votable on US1 and EU1.

your face

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Re: New Map: Mega Procyon
« Reply #13 on: February 12, 2010, 12:07:45 am »
Mine

Come all this way to say that? >_>
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DraZiLoX

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Re: New Map: Mega Procyon
« Reply #14 on: February 12, 2010, 03:08:30 pm »
Über map!

Kiwi

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Re: New Map: Mega Procyon
« Reply #15 on: February 13, 2010, 12:23:09 am »
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

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Re: New Map: Mega Procyon
« Reply #16 on: February 13, 2010, 01:21:00 am »
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

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Re: New Map: Mega Procyon
« Reply #17 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.

A Spork

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Re: New Map: Mega Procyon
« Reply #18 on: April 12, 2010, 03:19:59 am »
Ugh yes, horribly laggy.
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Lava_Croft

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Re: New Map: Mega Procyon
« Reply #19 on: April 12, 2010, 09:15:58 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

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Re: New Map: Mega Procyon
« Reply #20 on: April 13, 2010, 12:57:45 am »
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.