Before I do serious changes and try to remove a bit of the cardbox feeling it's time for the 4th release.
download ctf_gate1_b4.pk3 (save link as ...)
Changelog:
- missionpack gametypes supported
- nailgun added
- simplified pillars, faceremoval
- more detailed walls
Showing posts with label details. Show all posts
Showing posts with label details. Show all posts
September 24, 2008
September 23, 2008
Symmetry and Jumping
I cannot deny that my last maps (especially ctf_inyard and ctf_gate1) are jump-intensive as the player has to be able to jump periodical to travel through the map. This can be a problem for new players and it distracts from the main gameplay as you have to concentrate on your movement and less on your foes and you're more prone to railshots as your movement gets more predictable. On the other hand I'm sure it helps improving skills.
Future maps will include less forced jumping.
In ctf_gate1 it seems my pillars are still too heavy in details and are not subtle enough as they are the only thing that catches the eye. I'm thinking about to break this symmetry a bit to have one or two pillars different and to move the top level gateentrance less centered. I shall test this in various ways.
Anyway I added missionpack gametypes support and various items.
Gameplaywise I think those special missionpack items (Guard, Doubler, Speed) are wrong in ctf_gate1. I'm not sure about the nailgun. First I'm going to remove the Speed item.
Future maps will include less forced jumping.
In ctf_gate1 it seems my pillars are still too heavy in details and are not subtle enough as they are the only thing that catches the eye. I'm thinking about to break this symmetry a bit to have one or two pillars different and to move the top level gateentrance less centered. I shall test this in various ways.
Anyway I added missionpack gametypes support and various items.
Gameplaywise I think those special missionpack items (Guard, Doubler, Speed) are wrong in ctf_gate1. I'm not sure about the nailgun. First I'm going to remove the Speed item.
September 11, 2008
ctf_gate1 beta 1

The name is misleading as there is just one base to have some deathmatch in. I want to release this as an early beta as just in this version my pillars keep high detailed. I'm going to simplify them for performance reasons so additional details can be added to the yet plain walls. Deathmatch is playable against bots and map source file is included. Lightning could be a bit brighter in some places. The map is pretty dark themed so the red lights are a bit piercing.
Worktime: 6h (testing requires a lot)
file: ctf_gate1_b1.pk3 (save link as ...)
As this map is a small one and I'm using TRaKs fantastic textures it won't take me long to finish once I fixed performance issues and get a decent balancing done.
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