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hazard alpha - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Map Releases & Reviews (https://forums.xonotic.org/forumdisplay.php?fid=13) +--- Thread: hazard alpha (/showthread.php?tid=4267) |
hazard alpha - machine! - 06-27-2013 Fast duel map. Download: http://forums.xonotic.org/showthread.php?tid=4267&pid=59989#pid59989 RE: hazard alpha - Mirio - 06-27-2013 Here we go: http://download.unconnected-clan.de/maps/hazard_a1.pk3 It's also playable on UC servers. RE: hazard alpha - machine! - 06-29-2013 NOTE: Textures are only there to navigate the map better! Alpha 2 Added more teles, minor changes to item layout, and now have proper spawns so it can have real play testing. Download(it's in .map format, sry for that but there's something wrong with q3map2, I even compiled my own and that doesnt work either) RE: hazard alpha - Justin - 06-29-2013 Could you please use other uploader? I cannot download .map file from the one you are currently using. EDIT: Ok. I unchecked the option Use our download manager and get recommended downloads and it worked. Much better then previous version, machine. Good job. I can't see any screenshots and they rly should be somewhere in the map's thread so I post two of them in here (I changed it a bit): ![]() ![]() This map has great potential to be one of the best ffa maps in game (among with Solarium, xoylent and bio lab) and I am serious. You still need to work hard on this map and get as much feedback as possible. +1
Overall 6/10 but it will be more. I am sure about it. RE: hazard alpha - Mirio - 06-29-2013 Le wild textures appear. The truth: http://download.unconnected-clan.de/maps/hazard_a2.pk3 RE: hazard alpha - machine! - 06-30-2013 Thanks Mirio for yet again compiling the map for me, also providing it on a server is really kind! (I will reinstall q3map2 and Radiant today so I can compile it myself in the future) ![]() Thanks a lot for you feedback Justin! ![]() As for the jumppad, it's actually that way for a reason. I want the enemy to be forced to either laser jump or use jumppad, and also force player to circle jump or be in active movement to pass that area. Although I agree with you that this implementation was kinda bad and make the jumppad feel weird! I will try figure something out, maybe change it to a ladder? The screenshots you provided, amazing texture work! I LOVE maps styled that Quake'ish way, simplictic but visually appealing done right. The electro area will be modified, although I still want it to be a good area for electro, so you can kinda camp there if you're low like you can do in hub. I will also add one more room and make all the small corridors bigger, making the hagar room more interesting too! I will be busy the following week, but hopefully I can get some stuff done. ![]() EDIT: Played a match on it with Mossepo, I think I know some stuff that I will have to change. RE: hazard alpha - Mirio - 06-30-2013 Are the hallways are still too narrowed. And you just need to put the target of the jumppad a little bit higher and it would be alright. RE: hazard alpha - Justin - 07-02-2013 Hello folks. I finally managed to compile your map, Machine. Fixing stuff and applying small changes. I have NOT fixed everything in terms of brushwork and texturework. You will have to do it yourself (as we talked about it on IRC).I also forgot (completly unwittingly) to add minimap, so you have to learn how to add one by yourself Im afraid. I created mapinfo, map preview and bsp files as well as a script for a brand new skybox (completly GPL stuff) that should be included in env folder in your .pk3. ![]() ![]() As you can see the style sort of 'developed' in a process. I wish you good luck with netradiant. Download pk3 here: DOWNLOAD BTW: Mirio is right. Electro area and some of the corridors (as well as mega room ) are way too narow. Standing on electro or mortar you can shoot through the whole map, which obviously isn't good. |