View Full Version : meh no lazy!
Balton
9th Nov 2001, 07:37 PM
while writing this I am uploading the 1st beta of my map. I havent played the map cos I installed this cave-ut mod. it completly ****ed up the view of my ut. so its not possible to play and having fun. I am having a few people testing my map(at least they promised to). But i wnat you to check it out too! : ) oh and there are still no waypoints so please let me know what you think about the imtesplacing. flow and stuff : ) will post the link in a few seconds...
Balton
9th Nov 2001, 07:41 PM
www.motaleb.de/mjl/BETA.zip
thank you for your help
Nachimir
10th Nov 2001, 03:24 PM
Got it.
Things I love:
The lift rooms, all the metal work. All looks great, and there's plenty of stuff to hide behind or get up on without any of it getting in the way.
The Health-Vials positioned on corners give a great approach warning.
The lighting looks really good, I like all the hot/cold contrasts.
I love being able to hop from one side to another (upper level) while looking down into the main room.
Things I would suggest:
Botpaths :D :P (I find Pathlogic (http://www.planetunreal.com/fordy/pathlogic.htm) is really, REALLY good for laying the basic network)
A lift or other way up near the pulse cannon maybe? I found myself wanting to get up around there, but it seemed all lifts were on the other side of the map.
Thing I think:
It could hold maybe up to five players. Though it would make a 1on1, dedicated 1on1's tend to have a more open structure. This map reminds me more of Curse in structure.
Also, look what I found:
here (http://www.planetunreal.com/fragadelic/nachimir/slag.jpg)
Look at her, with her shiny tight clothes and damaged hair. Red lighting will only encourage whores to ply their filthy trade in your map. Perhaps I am the only player to have such bots though.
Balton
10th Nov 2001, 03:27 PM
thank you. I am going trough my map now changing stuff. about the lifts, I will look if one lift fits in somehow...
vBulletin® v3.8.4, Copyright ©2000-2009, Jelsoft Enterprises Ltd.