[DUEL]Phrantic - Final - 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: [DUEL]Phrantic - Final (/showthread.php?tid=7389) |
[DUEL]Phrantic - Final - Cortez666 - 05-03-2017 The final version has been released. Screenshots: 6x Spawns Health and Armor Pickups: 1x 50 Health 2x 25 Health 9x 5 Health 1x Megaarmor 2x 50 Armor 8x 8 Armor Weapons: LG Mortar Crylink Electro Rocketlauncher Download: https://www.dropbox.com/s/cjtusq1zna754ug/phrantic.pk3?dl=0 Have fun and enjoy! Original Post: Screenshot: Link: https://www.dropbox.com/s/9ka2w1d1xl80gbv/phrantic_b3.pk3?dl=0 Play it! Feedback? EDIT: playable on the PSYX Servers. Thanks Spike. RE: phrantic_b2 - PayTheBill - 05-04-2017 Some cover in the 50 area might be good. Like the ramp there. The map might benefit from a hagar. RE: phrantic_b3 - Cortez666 - 05-09-2017 New Beta. Gameplay is updated. Please playtest it. RE: phrantic_b3 - Cinnamon Juice - 05-10-2017 I agree with Smilecythe, I think that long corridor is too long. Not much going on there. I really like the smaller area with the mega armour, and when I spawned there I had hoped that most of the map was like that (I do have a bias towards small maps). To be honest my biggest issue is the 50 room (the one also with the jump pad). I can't quite say why. I think it's because the rest of the map is smaller, more intricate, and then on the other end you have this big room with not many ledges, long corridor, etc. Obviously don't delete that entire part as that would leave two dead ends, but maybe take that part and rework the design of it completely. RE: phrantic_b3 - Smilecythe - 05-11-2017 FYI, this is a remake of a Q3/Live/4 map Phrantic and is built to resemble it deliberately: Q4: https://www.youtube.com/watch?v=UQmhJl87K6M I personally prefer the scaling, layout and item distribution of CPMA more. But each to their own. RE: phrantic_b4 - Cortez666 - 05-16-2017 Beta 4 has arrived. Thanks to all who have played tested. Now there are some major gameplay updates. It's a mixture of q3, q4, ql and some own ideas. https://www.dropbox.com/s/6sls698rkmgs2wk/phrantic_b4.pk3?dl=0 Please playtest and update it on the servers! Thanks and thanks in advance! RE: phrantic_b4 - Cortez666 - 05-29-2017 After some playtesting and feedback from others i would tend to say the layout is final. The question now would be how to texture the map: that's what the mega armor room looks like. RE: phrantic_b4 - Antibody - 05-30-2017 That looks great, cortez! I'll do a map walkthrough video soon. RE: phrantic_b4 - Cortez666 - 06-02-2017 Early June update: Teleporter 1 entrance Teleporter 2 entrance Teleporter 2 exit RE: phrantic_b4 - Cinnamon Juice - 06-02-2017 (06-02-2017, 03:44 PM)Cortez666 Wrote: Teleporter 2 entrance Loving the look of this! Keep it up. RE: phrantic_b4 - Antares* - 06-03-2017 Lava only deals damage on entering the pool (or jumping in it). Standing in it longer, no damage will be inflicted. This isn't intentional is it? I noticed it in the center room on the 2 pools that surround the walkway. RE: phrantic_b4 - Cortez666 - 06-06-2017 (06-03-2017, 02:46 AM)Antares* Wrote: This isn't intentional is it? shouldnt be the case. Everytime i get in the lava i get damaged. some sort of update. RE: phrantic_b4 - Smilecythe - 06-07-2017 b4: Same thing happens with lava for me on the center room. It only deals damage when I float on the surface, (enter or leave) but if my feet touch the ground it stops dealing damage. The lava next to 100a seems to work properly though. Also, is there any reason why teleporter exits throw you airborne? It makes movement more wonky. You should be in control of your footwork when you exit, especially when you exit on top of a floor. RE: phrantic_b4 - Cortez666 - 06-12-2017 (06-07-2017, 12:51 AM)Smilecythe Wrote: Also, is there any reason why teleporter exits throw you airborne? It makes movement more wonky. You should be in control of your footwork when you exit, especially when you exit on top of a floor. Dunno why, but the lava issue is fixed. ----- mid june update RE: phrantic_b4 - -z- - 06-14-2017 Nice work, Cortez RE: phrantic_b4 - Smilecythe - 06-15-2017 Looks quite a lot like that Volls map, which I find a tiny bit disappointing - but at the same time I get to see how that style has evolved. RE: phrantic_b4 - Cortez666 - 06-15-2017 Beta 5 has arrived https://www.dropbox.com/s/tdi9e9k2wf8vxxn/phrantic_b5.pk3?dl=0 The main change is, i textured the map. There is no spaceholder concrete. There are still some things to do, but i would like to know if you have some suggestions and if there are any problems regarding the performance. RE: phrantic_b5 - Antares* - 06-21-2017 Got opinions from Komier. The map version was b4, but I assume nothing changed except the lava fix and the added textures. 50 Health Teleporter Code: Jun 21 13:11:23 <v-pacific> <[S]Komier> this tele Weapon Suggestion Code: Jun 21 13:07:48 <v-pacific> <[S]Komier> I'd rather the crylink be the electro Top Teleporter to MA Room Code: Jun 21 13:05:53 <v-pacific> <Antares★> what about the tele uptop Regarding Health Code: Jun 21 13:02:40 <v-pacific> <[S]Komier> there's not enough health, either RE: phrantic_b5 - Cortez666 - 06-23-2017 (06-21-2017, 07:42 PM)Antares* Wrote: 50 Health Teleporter Every placement has its advantages and disadvantages (06-21-2017, 07:42 PM)Antares* Wrote: Weapon Suggestion the reason why i chose another weapon which consumes cells is simple. it weakens the lg, so you have to decide which weapon uses the cells. (06-21-2017, 07:42 PM)Antares* Wrote: Top Teleporter to MA RoomWell, this never happend to me, even against player with a much higher skill level. (06-21-2017, 07:42 PM)Antares* Wrote: Regarding HealthTake a look at the placed items. Armor and health are almost identcal. The only difference is the mega armor and the health is regenerating. I played several games and didnt had any real issues. RE: [DUEL]Phrantic - Final - Antares* - 06-23-2017 Quote:Every placement has its advantages and disadvantagesThe idea wasn't the placement. The idea was that if you were going fast around the map and wanted to route to the 50H then jump across the gap to the 50A, you couldn't unless you stopped for a bit or slowed yourself down. Quote:the reason why i chose another weapon which consumes cells is simple. it weakens the lg, so you have to decide which weapon uses the cells.Well ok, can't really argue with that. Playstyle-wise and anecdotally the Crylink is disliked enough to be abstained from generally, or unpopular enough to be ignored in favor of Electro secondary spam; in a way it's like another pack of cells. But this is just general weapon balance that isn't very related to this thread. Quote:Well, this never happend to me, even against player with a much higher skill level.Just because it never happened to you, doesn't mean it can't happen. Quote:Take a look at the placed items. Armor and health are almost identcal.This was the map it was compared to. RE: [DUEL]Phrantic - Final - SpiKe - 06-25-2017 Nice map, I like its atmosphere. Decent size for a duel map. I haven't played real matches here yet, so I can't judge item placement. Final version is playable on psyx servers. Two small things, though: If you stay on the very left, you can go behind this teleporter and see missing textures. Axial symmetry looks wrong on this door >:) RE: [DUEL]Phrantic - Final - thimo - 06-26-2017 A very good map, well done cortez, once again u is king uisking uking u RE: [DUEL]Phrantic - Final - Antibody - 09-29-2017 Map walkthrough time! RE: [DUEL]Phrantic - Final - Justin - 09-30-2017 Well done, Cortez and good job, Antibody! Solid work folks, as always! |