View Full Version : ONS-DarkFolly
3rd Dec 2004, 02:07 AM
I again want to thank AMmayhem for the review (http://nalicity.beyondunreal.com/map_hub.php?mid=7348) of my first released ONS map. My map isn't utter crap, but it needs work :)
For the past month or so I have been renovating ONS-DarkFolly into a much nicer (and hopefully faster) map. I want this new version to be as polished and fun as possible, and I want to know what you guys would want to see in it.
3rd Dec 2004, 04:07 PM
I really did want to give it a higher score. I think one of the big things is getting the automated turrets under control too. It has better potential than most 3.5 rated maps. :)
Can't wait to see what you've done to it.
4th Dec 2004, 06:10 PM
yea , thx AMmayhem for CTF-Vector review
pleasse at least , ensure the terrain is scalled and you have somme portals , i got 14 fps almost anywhere
6th Dec 2004, 01:42 PM
Well nut bunnies. I forgot to add that the vehicles needed a flat platform or something to set on. At least the Manta and the Raptor. There were a couple spots where they ended up sliding down the hill they were poised upon for their spawn point.
7th Dec 2004, 06:50 PM
I played DarkFolly and the first thing I picked up on what how simple the architecture was. It consists of BSP primatives and a few static meshes. Revamp that then work on the lighting a bit. I wouldn't settle for a completely dark sky. Put a glowing planet or something on the side and have it cast some sort of light onto the ground.
I'm looking forward to playing your next version of it, Crash24.
8th Dec 2004, 09:53 PM
Download DarkFolly-SE-ECE Beta .2 (http://www.feelthecheap.com/maps/ONS-DarkFolly-SE-ECE_b2a.zip).
I'd like to know how this map performs when compared to the first DarkFolly.
8th Dec 2004, 09:57 PM
/me dl beta!
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