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[FGS]Chees
Cherub/7H
Posts: 1192 Joined: 13 Nov 2011, 15:37 Location: UK Nationality:
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mikak
Angel/0A
Posts: 24 Joined: 26 Oct 2013, 15:42 Nationality:
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great map chees! great deus ex feel to it. could easily fit into area betwixt the hells kitchen and terrorist hq map one main scruple i have however; i found it somewhat difficult to tell where in the map i was, i kept looking at the n/e/s/w part of the hud, the moon is there, which would make a great bearing point, but it's incredibly low, so can't be seen from many areas. a few landmarks (like an instantly eyecatching billboard, or a suspicious rooftop lined with sattelite dishes or some such could alleviate this, or even just raise a few of the buildings a few floors to tower above the others. i got the hang of the map after running a few circuits tho i'm not quite sure how... but i somehow got pinned down by the turret in a tiny alcove to the rear of the turret truck, it is a pretty good camping spot if you control the turret... there is one weapon board, upon which is a dragon tooth sword which illuminates the outside of that building with an anomalous blue light... last qualm; the utility lines and poles... it looks a little bit weird, they abruptly end; 4 lines then only 1 connection to building. couple of extra lines continuing past those terminus posts could fix it hope that doesn't sound negative. you've made some really nice brushes, especially; i had to fly onto the roof and check out your fine hvac exausts the map as a whole feels as if it would fit very nicely into the singleplayer campaign. ohhh yeah, one more thing; i feel there is a great opportunity to overlap this with your recent terro subway map via an inaccessible view of the entrance to the subway just my take on the situation. keep mapping mate.
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anax
Throne/6G
Posts: 942 Joined: 11 Apr 2012, 23:06 Location: England Nationality:
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Nice work, a bit dark! But good opportunity for urban fighting, I ssuppose there could be room for breakable brick walls to add target areas for LAMS and other explosives. Some water tunnels under those, perhaps, or just make basements inside some buildings and give those water access - maybe there can be a main water area too, for Aqualung.
AKA Knifeworld on Discord etc. Frozen brains tell no tales!
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[FGS]Chees
Cherub/7H
Posts: 1192 Joined: 13 Nov 2011, 15:37 Location: UK Nationality:
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I have been working on beta 2 now for 2/3 weeks and trying to add the changes posted + a little extra BOOM for a laugh in a certain building. An rpg cannon type thing on a roof is proving a pain in gravity non gravity game play and now have total error/crash if it hits a breakable wall when fired. either way will sort it or delete it! mostly tweaks to do and the underground spawn tunnels to connect to the rest of the map and tunnels and so on. 2 weeks maybe for release.
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anax
Throne/6G
Posts: 942 Joined: 11 Apr 2012, 23:06 Location: England Nationality:
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Tunnels are great, especially when sp00ky
AKA Knifeworld on Discord etc. Frozen brains tell no tales!
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anax
Throne/6G
Posts: 942 Joined: 11 Apr 2012, 23:06 Location: England Nationality:
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4 Spawns! Sounds great to me mate, look forward to playing on the next beta. Sounds like you could use a few medkits too bud! good luck.
AKA Knifeworld on Discord etc. Frozen brains tell no tales!
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anax
Throne/6G
Posts: 942 Joined: 11 Apr 2012, 23:06 Location: England Nationality:
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[FGS]Chees wrote:Medkits...Noted mate thanks.
Will add about 20 more med kits as it's a biggish map now but does have 2 med bots already above ground and med kits are there ya just have to find them!
Lmao I meant ironically take some medkits for yourself! But that works too, splatter medkits all over the map, players will scramble for them, I don't think they'd complain
AKA Knifeworld on Discord etc. Frozen brains tell no tales!
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ShadowRunner
It's over 5000!
Posts: 6970 Joined: 28 Feb 2006, 21:07 Nationality:
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