Name: Psychward (WIP)
Game type: CTF
Status: Beta 1.5/2
Latest download: http://ompldr.org/l20dtnn1s-psychward_ctf_b2 [Beta 2] and http://ompldr.org/vOWxucw/psychward_ctf_b1.5.pk3 [Beta 1.5] Read below to see difference.
Description: A mid-sized CTF map with a serene-type wood and brick theme, supposed to be some kind of corrupted child help center.
Todo: Get review.
Old downloads: http://ompldr.org/vOWs1aA/psychward_ctf_b1.pk3
[Beta 1]
My main worry with this map is that the base will be camped at the choke point by the big stairs. The major weapons and megas are placed outside of this, which will give attackers an advantage if the base is camped; if they don't camp then they will be able to reach said things before the enemy does.
If camping does prove to be a problem then I could add 'L' shaped halls running from the back of the nex/RL to the base. Other concern is the fireball/seeker, I originally had jetpack/hook there, not sure what to do atm. Also the current name doesn't seem like it has much chance at getting included, any suggestions relative to the theme are welcome.
This is my first map exclusively designed by me, please critique and play, GLHF
[Beta 1.5/2]
Beta 1.5 and 2 are the same except that 2 has a back way into the base as suggested by some mappers. 1.5 has the same layout as 1 (but with issues fixed of course) by request of a experienced pickup player. Comparing these side by side should tell us which is best
Changes in Beta 1.5 and 2
-Fixed jump-happy stairs
-Fixed z-fighting bugs
-Reworked item placement, adding a weapon
-Added lights over signs
-Added Onslaught support
-Added trim around the top to prevent cut-off brick texture
-Easter egg
Game type: CTF
Status: Beta 1.5/2
Latest download: http://ompldr.org/l20dtnn1s-psychward_ctf_b2 [Beta 2] and http://ompldr.org/vOWxucw/psychward_ctf_b1.5.pk3 [Beta 1.5] Read below to see difference.
Description: A mid-sized CTF map with a serene-type wood and brick theme, supposed to be some kind of corrupted child help center.
Todo: Get review.
Old downloads: http://ompldr.org/vOWs1aA/psychward_ctf_b1.pk3
[Beta 1]
My main worry with this map is that the base will be camped at the choke point by the big stairs. The major weapons and megas are placed outside of this, which will give attackers an advantage if the base is camped; if they don't camp then they will be able to reach said things before the enemy does.
If camping does prove to be a problem then I could add 'L' shaped halls running from the back of the nex/RL to the base. Other concern is the fireball/seeker, I originally had jetpack/hook there, not sure what to do atm. Also the current name doesn't seem like it has much chance at getting included, any suggestions relative to the theme are welcome.
This is my first map exclusively designed by me, please critique and play, GLHF
[Beta 1.5/2]
Beta 1.5 and 2 are the same except that 2 has a back way into the base as suggested by some mappers. 1.5 has the same layout as 1 (but with issues fixed of course) by request of a experienced pickup player. Comparing these side by side should tell us which is best
Changes in Beta 1.5 and 2
-Fixed jump-happy stairs
-Fixed z-fighting bugs
-Reworked item placement, adding a weapon
-Added lights over signs
-Added Onslaught support
-Added trim around the top to prevent cut-off brick texture
-Easter egg