![[Image: BD5EFLi.jpg]](http://i.imgur.com/BD5EFLi.jpg)
UPDATED
Screens:
http://i.imgur.com/kYpf5pc.jpg
http://i.imgur.com/A67Mero.jpg
http://i.imgur.com/WCgpqBW.jpg
http://i.imgur.com/vwOTwyy.jpg
http://i.imgur.com/TsRFeo9.jpg
ac_heat
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![]() UPDATED
Screens: http://i.imgur.com/kYpf5pc.jpg http://i.imgur.com/A67Mero.jpg http://i.imgur.com/WCgpqBW.jpg http://i.imgur.com/vwOTwyy.jpg http://i.imgur.com/TsRFeo9.jpg
29 Mar 13, 07:05PM
Yesssss new map.
DLing it now. ac_heatstroke3? \:D
31 Mar 13, 04:01PM
So?.........
31 Mar 13, 04:10PM
Nifty, but as someone on IRC said—I can't remember who now—there's way too much armor and health for such a small area, which will make it easy to settle into a little whoring circuit, and it'll be a wonder if anyone kills anyone. :P
It looks like a fun one, if the maprot sets a player max. It'll get frustrating quick with too many. I smell a shotgun-fest. Haven't had a chance to try it with anyone, though.
31 Mar 13, 04:15PM
looks good from the first view. idk if you forgot, but some fences are not clipped and i dont understand why there is a player clip here:
you can still throw a nade through it. ^^
31 Mar 13, 04:40PM
Stylistically it looks nice, the lighting reminds me of apollo_desertnight.
However, I think you may have added a bit too many pickups in some places. In almost every room I enter I see at least one pickup (and these rooms are in relatively close proximity to each other). I don't have the SS, but for example, there was a spot where 4 crates (1-2-1) were lined up, if you jump over them you grab 3 pickups.
31 Mar 13, 05:27PM
I just want to point out a few pros and cons. The pickups is the biggest worry, but that has already been mentioned by a few previous people. So i will point out a few other things. I will list the cons first, cause I like leaving on good news.
Overall I would rank the map a 6 out of 10. Its just small things like detail, pickups, and maybe even some more drastic lights and some sounds here and there. Other then that it was a solid layout and a solid theme. Good job
01 Apr 13, 04:38AM
Wow, lol, that's a bunch of feedback, every advice is precious :)
I followed some of your suggestions, and I made some changes. - first of all, massive pickups removed, I tried to balance it as much as possible: 1 armour, in the perfect waypoint of the map (bridge) 2 helmets (CLA base access, and RVSF base access) 4 ammobox (2 in bases, 2 in the mid waypoints) 2 pistol clips 3 nades (IIRC) 4 healthpacks (?) - some details added here and there - gameplay changes: added a crate on a room (see screens) part of the wire stairway room is now closed to access (no need, it was pointless imho) I updated both packages in Quad and Akimbo if you wish to give it a look. Thank you again for the massive help ;)
01 Apr 13, 06:10AM
Yes, yes, this looks like it might be a proper challenge now. :>
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