Author Topic: Map: Slimepunk Beta 2  (Read 9160 times)

Taiyo.uk

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« Last Edit: February 19, 2008, 09:43:25 am by Taiyo.uk »

your face

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Re: Not quite steampunk
« Reply #1 on: February 15, 2008, 12:18:05 am »
im about to barf....


AAAAAAAHHH!!  THAT IS 1337!!!!!!!

EDIT: i notice you dont have a levelshot... :'[

and all the player clip spam ruins hovel glitching xD

jk, its awesomeness.
« Last Edit: February 15, 2008, 12:41:55 am by your face »
spam spam spam, waste waste waste!

TRaK

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Re: Not quite steampunk
« Reply #2 on: February 15, 2008, 01:04:14 am »
 :o

Absolutely amazing work Taiyo. The level of detail in this map is really impressive, congrats :)

A few nitpickings :
- Levelshot and title.
- The puddles of slime(like the one in bottom of human base) should have a small trigger_hurt on them, imo.
- In the engine room, you can wallwalk on the big wheel and on the bottom of that rotating pole that goes into the wall.
- The triggered doors make it difficult to navigate the map in spec.
- I'm not a n00b  :P

Layout will have to be played, but at first glance it looks pretty good. The vents might be a bit on the long side, but we'll see.

Once again, great work :)

your face

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Re: Not quite steampunk
« Reply #3 on: February 15, 2008, 01:59:57 am »
there's a few more minor, tiny, unnoticeable bugs..

but the map OWNZORZ!!  i wonder how the gameplay is..
spam spam spam, waste waste waste!

Lava Croft

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Re: Not quite steampunk
« Reply #4 on: February 15, 2008, 04:43:29 am »
Apart from the puddle of slime under the Human base not doing any damage, my only real problem with this map is that even on my 'new' computer, just floating around the Alien base gets me 30fps, making the map practically useless for normal 8on8 playing, since that would completely and utterly ruin my framerate, and most likely the framerate of others too. This makes me really, really sad, since your work is just oozing 'quality' from every orifice.

In short: wow.

E-Mxp

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Re: Not quite steampunk
« Reply #5 on: February 15, 2008, 06:27:14 am »
AWSOME!! Extremely GJ on this!!

Only one problem, there is a small ladder at the alien base where you can safely shoot the OM between the steps. As for the rest, gj! :)

+ OPTIMUS +

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Re: Not quite steampunk
« Reply #6 on: February 15, 2008, 08:18:06 am »
hmmm i wanna try this during gameplay, got any european servers running it?
success is the ability to go from failure to failure without losing your enthusiasm

+PICS+

==Troy==

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Re: Not quite steampunk
« Reply #7 on: February 15, 2008, 09:03:21 am »
Wow.. Great work here!.

This makes me want to drop coding and get back to mapping :(

thirdstreettito

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Re: Not quite steampunk
« Reply #8 on: February 16, 2008, 05:04:49 am »
Why are all the new maps so dark? I cant see a thing and my monitor brightness is about normal.

Lava Croft

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Re: Not quite steampunk
« Reply #9 on: February 16, 2008, 12:06:58 pm »
Why are all the new maps so dark? I cant see a thing and my monitor brightness is about normal.
This map isn't dark at all, you need to fix your settings. Or buy a decent monitor. Or new glasses. Or a combination.

Kaleo

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Re: Not quite steampunk
« Reply #10 on: February 17, 2008, 12:38:49 am »
This is so awsome I forgot to post...
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

Taiyo.uk

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Re: Not quite steampunk
« Reply #11 on: February 19, 2008, 12:41:25 am »
Update: Beta 2 released (check first post).

Quote from: TRaK
- Levelshot and title.
Oops... Fixed.

Quote from: TRaK
- The puddles of slime(like the one in bottom of human base) should have a small trigger_hurt on them, imo.
Quote from: Lava Croft
Apart from the puddle of slime under the Human base not doing any damage
trigger_hurt volumes added.

Quote from: TRaK
- In the engine room, you can wallwalk on the big wheel and on the bottom of that rotating pole that goes into the wall.
These have been cased in slicked trigger_hurt volumes

Quote from: TRaK
- The triggered doors make it difficult to navigate the map in spec.
Yes. Specs can use the vents for now. Does anybody know how I can manually add spec teleporters?

Quote from: TRaK
- I'm not a n00b  :P
O RLY?  ;)

Quote from: E-Mxp
Only one problem, there is a small ladder at the alien base where you can safely shoot the OM between the steps.
Hmm, yeah. The alien base will probably need changing. For now the hole has been largely plugged with some crates and weaponclip brushes.

Circle

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Re: Map: Slimepunk Beata 2
« Reply #12 on: February 19, 2008, 02:13:34 am »
The quality on your maps are simply astounding.

your face

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Re: Map: Slimepunk Beata 2
« Reply #13 on: February 19, 2008, 02:24:45 am »
tell us something we don't know.  xD jk ;D
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Death On Ice

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Re: Map: Slimepunk Beata 2
« Reply #14 on: February 19, 2008, 05:32:19 am »
I'd like to check out that Beata :P (title)