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..::LvL (2.24MiB)
Readme Maps by Author
Readme Maps by Author
| Game type: | DM, Tourney, 2-3 players |
| Weapons: | x2 |
| Items: | x2 x3 x2 x6 x4 |
| Bots: | |
| Theme: | No theme keywords yet |
| Textures: | No texture keywords yet |
Rate release: Currently 5.63 / 10 (4 votes)
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5.63
4fb8b4def0bc3deb6d264384c6de308a
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Posted comments:
#6 Oni
Not registered
26 Oct 2002, 03:03 EST
Not registered
26 Oct 2002, 03:03 EST
I like the map dude..always liked Egyptian-themed anything...good job.
#5 gorilla
Not registered
22 Jan 2001, 23:13 EST
Not registered
22 Jan 2001, 23:13 EST
I found that when I played the bots were hanging by the secret room for a great deal of the time. It's a nice asthetic though and the connectivity seemed really good, but the bot problem should be addressed.
#4 Futo
Not registered
22 Jan 2001, 06:24 EST
Not registered
22 Jan 2001, 06:24 EST
Hi!
A switch works with the entrance to the upper floor and both of the operation of the trap together.
It is to wait for a while to avoid emptiness if therefore it is moved to the upper floor. If it does so, you take QUAD safely, and you will be able to act violently on the main floor.
#3 Futo
Not registered
22 Jan 2001, 06:24 EST
Not registered
22 Jan 2001, 06:24 EST
Hi!
A switch works with the entrance to the upper floor and both of the operation of the trap together.
It is to wait for a while to avoid emptiness if therefore it is moved to the upper floor. If it does so, you take QUAD safely, and you will be able to act violently on the main floor.
#2 Deathmonger
Not registered
21 Jan 2001, 13:31 EST
Not registered
21 Jan 2001, 13:31 EST
The more I play this level, the more I hate the upper section! I have to hit myself with a QUAD rocket to get out of the void! If you'd solved that this one would have been a great map.
#1 Dagwit
Not registered
20 Jan 2001, 06:56 EST
Not registered
20 Jan 2001, 06:56 EST
This is a nice little map; unfortunately the portals can cause a sudden halving of the framerate when you look in their direction, even if you're standing on the walkway round the jumppad (liked the jumppad/drain, incidentally) and have no direct line of sight to them. This doesn't help to make the gameplay any smoother. I'm not up on the technicalities of portals, but I would guess the distance at which the portals start to fade in their view (and therefore the engine has to start drawing the part of the map they see) has been set far too long.









