I have some troubles which slows down my time to mapping (one of these troubles is school).
// It's solved now. Radiant compiles map with very useful bug: autodoors and teleporting spectators throught these doors.
Edited: 08 Nov 2011 AEST
If the forum doesn't appear, wait for new web design, that forum hosts.
Edited: 27 Oct 2011 AEST
img585.imageshack....am2editor10.jpg
img600.imageshack....eam2editor9.jpg
img810.imageshack....eam2editor8.jpg
img521.imageshack....eam2editor7.jpg
img248.imageshack....eam2editor6.jpg
img6.imageshack.us...eam2editor5.jpg
img847.imageshack....eam2editor4.jpg
img717.imageshack....eam2editor3.jpg
img585.imageshack....eam2editor2.jpg
img28.imageshack.u...eam2editor1.jpg
The map isn't done, but it may be in three weeks maximum.
What I can add to my previous comment is that this map would have taken 2 hours at the absolute maximum to make, especially considering the original is open source. Such little effort and fundamentally poor gameplay does not, imo, make even 5/10 justifiable. 6.5/10 is way too high. There are maps out there that are original, have better gameplay and took a lot longer to make than this which actually do justify 6.5... nevermind your 9.5.
@CZghost: I'm sure you can do a much better map, and even this map could have been better. I suppose some people will find some enjoyment from this but I still don't agree with releasing it in this state. Then again, there are worse maps on this site!
Edited: 23 Oct 2011 AEST
This really has little going for it and 3 second captures is really what it boils down to in ordinary CTF. You'd have to be bat-shit crazy to go to the bottom platform for the invulnerability - not only does it give your opponents more chance to score but also actually using that item could allow your opponents to score 3 times over, especially if you don't have an RG! The teleporters serve practically no function besides speeding up the gameplay some (which is a good thing here) but it just feels 'slapped in' and cheap - use some creativity when making changes!
To fix the inherent issues, this map should either be played in instagib or players should spawn with an RG with 3 or so slugs, and replace the RG spawn with a couple of slug ammo packs. Maybe replace the NG's with LG's too. The rule of thumb in a CTF map is: the faster you can capture the flag, the more defensive fire-power the map needs to be packing. As EmeraldTiger pointed out, those accel pads connecting the top platforms truly ruins the gameplay when you also have the flags on the top platforms - the flag bases would be better suited to the RL platforms. The raised flag bases make the boundaries behind them steppable (I'm not sure if that was the intent in making it like that) - that could be a good thing since it raises the risk of getting the flag a little more since one mis-step means you fall into the void.
Including the Guard rune here is practically the same as giving players god mode. There's very little chance in preventing someone with 200-100 and regenerating health from capturing.
Shooting the obelisks in overload is easy with the lack of any protective boundary for the obelisk. 1 flag CTF and harvester are the only gametypes this map works alright with.
A mapping experiment, not a release map imo.
3/10
Loading...
Search for a map.
Results will appear here.