ac_heat
#1
[Image: BD5EFLi.jpg]
Medium-sized desert night themed map. Not very focused on details, but on gameplay instead, I think it worths a try, lol
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
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#2
Yesssss new map.
DLing it now.
ac_heatstroke3? \:D
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#3
So?.........
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#4
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.
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#5
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. ^^
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#6
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.
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#7
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
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#8
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 ;)
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#9
Yes, yes, this looks like it might be a proper challenge now. :>
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