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  • replied
    Originally posted by Morgfyre View Post
    newbwad
    cococococo

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  • replied
    Hi and thanks MG2R!

    Yes I am fully aware that the bots act dumb, thats because I haven't added any support for em yet! The secret room is accessable via the raptor pad. You just have to go down with it. Or if you are feeling dangerous take a viper :P

    I'm having trouble coming up with a theme or design for the materials... I'm a total newbwad in that department. The problem is the whole thing is basically BSP. I passed the torch to Voidsters in hopes he can come up with something better than I can, visually. Shrug

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  • replied
    HI,

    I've just played the map for 'bout 15 minutes now

    I really like it! Except that I didn't find the "secret" room :/

    You should look to the spawning points: when bots go on the hoverbord in the spawning bases, they cannot get out and are stuck there. I don't know if you can fix this, but still...

    I really would not use the layout of your new screenshot, but that's just me

    Keep it up!

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  • replied
    Solid white is about as close as you can get to blinding. Throw in some bloom and it really enforces the illusion. Fortunately my monitor isn't literally blinding.

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  • replied
    How is it blinding? Have you even loaded the map brett?

    Quit being such a pratt, lol.

    Anyway, I'm done with it for now...Void said he's gonna look over it for me but ATM I just dont feel like bothering with it anymore.

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  • replied
    zomg, I thought you were getting rid of the blinding white light?

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  • replied
    looks like its turning out nicely!

    keep up the good work

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  • replied
    idk



    ;/

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  • replied
    The Raptor is coming GO TO IT!!!! LOLOLOL the future is so sweet

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  • replied
    i heard this map is getting a nice workover


    (post pics of development? )

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  • replied
    Fun map that's got some good potential to it.

    Setting: I don't mind the colors but from the screenshot, and even in the map I keep getting the impression of a city...some buildings around outside the arena in the same style would be cool, and bring it out of a white void, unless that's what you're going for. Also some variety in the lighting, especially in those lower covered areas would be great. You could keep the same style but add visually interesting things that I think would go a long ways to making the map more appealing and enjoyable to play in, and even strengthen whatever you're going for style-wise.

    Gameplay is fun with some decent battles, z-axis, and area to cover. In CTF I was having fun with the hoverboard, as the open spaces and easy angles suit it pretty well. At one point I thought there was gonna be something awesome and those orange glowing bumpers on the top floor were gonna be vehicle-boost ramps to grind up...they totally look like it with the way they come off the building. Other boost-spots or interesting things/architecture to round things out a bit for the hoverboard would be great though, since it's already mostly there.

    Also, If you had some deployables in there, slow fields or whatever else, the battles would be broken up and a bit more complex, given a lot of the straightforward areas.

    For architecture, you might make those columns in the upper area a little less of a barrier, but some of the wider open spaces could use some breaking up, or a little more added to allow for more routes.

    I'd like to see where you end up with a final version of this one, since it has potential, but for now, nice job.
    Thank you for the helpful post sir!

    Yeah, I was considering some city scapes in the background + maybe some snowy mountains. What stopped me was I wanted to keep the map size relatively low, but I guess it wont add too much. I will try to add more 'visually appealing' stuff too!

    Orange glowing bumpers orange glowing bumpers...Not sure I included any orange in the map...Oh! You must mean the helmet 'thing' with the rotating color material. I see. I'm afraid to add boosts to such a small map because it'd make runs ridiculously easy. Maybe I can tweak it so it will disallow flag carriers but that sounds pretty tricky in kismet. Or maybe not, i'm still new to it.

    I was thinking about any x-ray generator because they're generally less of an annoyance than slowfields and less of a gamebreaker.

    Thanks again!

    Leave a comment:


  • replied
    Fun map that's got some good potential to it.

    Setting: I don't mind the colors but from the screenshot, and even in the map I keep getting the impression of a city...some buildings around outside the arena in the same style would be cool, and bring it out of a white void, unless that's what you're going for. Also some variety in the lighting, especially in those lower covered areas would be great. You could keep the same style but add visually interesting things that I think would go a long ways to making the map more appealing and enjoyable to play in, and even strengthen whatever you're going for style-wise.

    Gameplay is fun with some decent battles, z-axis, and area to cover. In CTF I was having fun with the hoverboard, as the open spaces and easy angles suit it pretty well. At one point I thought there was gonna be something awesome and those orange glowing bumpers on the top floor were gonna be vehicle-boost ramps to grind up...they totally look like it with the way they come off the building. Other boost-spots or interesting things/architecture to round things out a bit for the hoverboard would be great though, since it's already mostly there.

    Also, If you had some deployables in there, slow fields or whatever else, the battles would be broken up and a bit more complex, given a lot of the straightforward areas.

    For architecture, you might make those columns in the upper area a little less of a barrier, but some of the wider open spaces could use some breaking up, or a little more added to allow for more routes.

    I'd like to see where you end up with a final version of this one, since it has potential, but for now, nice job.

    Leave a comment:


  • replied
    Originally posted by bclagge View Post
    The solid colors have to go! Plays nicely though.
    map feedback poetry, noticed by me.

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  • replied
    The solid colors have to go! Plays nicely though.

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  • replied
    Lol, you need to get some nero announcements spoken like he types
    dont go too my plz too life in the futhere sucks

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