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LighterQuazor - A Xonotic Map like a laser tag arena, thought for bunnyhopping

#1
Wink 
This map was made with the plans to optimize the players' movement: smoothed corners, no stairs, teleports and jumpads in the right place, so that the players are not slowed or stopped, but rather, they can gain a great smoothness. Every point of this map was calculated and thoughtful in such a way that was exploited. The map is not big because a big map reduces the fights, bored the players. Only for fun like a real laser tag party!
The gametype for this map are: DM, TDM, CA, CTF, FT;
Bunny Hopping is fully compatible (also perfect 4 teams or just instagib DM/CTF).
Include 2 superweapons, 1 powerup, jumpads, teleports, 1 door, yet waypointed. The map was tested and used, there should no be problems.
Time spent to create this map: 3+ days.

Here is a demonstration/walkthrough of the map (on youtube)
https://www.youtube.com/watch?v=nDiB29C2...e=youtu.be

Here the download package


Attached Files
.pk3   lighterquazor.pk3 (Size: 1.53 MB / Downloads: 15)
"forgive your enemies but never forget their nicknames"
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#2
(09-04-2020, 10:28 PM)derrant Wrote: This map was made with the plans to optimize the players' movement: smoothed corner, no stairs, teleports and jumpads in the right place, so that the players are not slowed or stopped, but rather, they can gain a great smoothness. Every point of this map was calculated and thoughtful in such a way that was exploited. The map is not big because a big map reduces the fights, bored the players. Only for fun like a real laser tag party!
The gametype for this map are: DM, TDM, CA, CTF, FT;
Bunny Hopping is fully compatible (also perfect 4 teams or just instagib DM/CTF).
Include 2 superweapons, 1 powerup, jumpads, teleports, 1 door, yet waypointed. The map was tested and used, there should no be problems.

Here is a demonstration/walkthrough of the map (on youtube)
https://www.youtube.com/watch?v=nDiB29C2...e=youtu.be

Here the download package

Here the screenshots


Attached Files Thumbnail(s)
                   
"forgive your enemies but never forget their nicknames"
Reply

#3
(09-04-2020, 10:28 PM)derrant Wrote: This map was made with the plans to optimize the players' movement: smoothed corner, no stairs, teleports and jumpads in the right place, so that the players are not slowed or stopped, but rather, they can gain a great smoothness. Every point of this map was calculated and thoughtful in such a way that was exploited. The map is not big because a big map reduces the fights, bored the players. Only for fun like a real laser tag party!
The gametype for this map are: DM, TDM, CA, CTF, FT;
Bunny Hopping is fully compatible (also perfect 4 teams or just instagib DM/CTF).
Include 2 superweapons, 1 powerup, jumpads, teleports, 1 door, yet waypointed. The map was tested and used, there should no be problems.

Here is a demonstration/walkthrough of the map (on youtube)
https://www.youtube.com/watch?v=nDiB29C2...e=youtu.be

Here the download package

Here some gifs to explain common movements on this map


Attached Files
.gif   1ezgif.com-optimize.gif (Size: 1.99 MB / Downloads: 90)
.gif   2ezgif-7-8019fe57948e.gif (Size: 2.27 MB / Downloads: 89)
.gif   3ezgif.com-optimize.gif (Size: 1.19 MB / Downloads: 90)
.gif   4ezgif.com-optimize.gif (Size: 1.16 MB / Downloads: 90)
.gif   5ezgif.com-optimize.gif (Size: 1.19 MB / Downloads: 88)
"forgive your enemies but never forget their nicknames"
Reply

#4
Now I understand how confused players on my maps feel when playing for first time. 

Overall your map has some interesting features, but I am not sure what was the intended game mode since there are superweapon spawns. Maybe I am just not used to them in DM modes.

I also noticed that map is pretty dark.
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#5
(09-10-2020, 07:51 AM)Winsalot Wrote: Now I understand how confused players on my maps feel when playing for first time. 

Overall your map has some interesting features, but I am not sure what was the intended game mode since there are superweapon spawns. Maybe I am just not used to them in DM modes.

I also noticed that map is pretty dark.

Yes, that's right, I'm making a corrective version (corrected verse of some curves, internal lights, relocation of light points, corrected position of some mesh, add items...), more clear, and with refined geometries and minor changes, the superweapons will be eliminated (they were a pretty funny bonus), and I'm think to use new textures, but I thought that dark  in the map was a strong point, just for create an ambience like a lasertag. However, the geometrical structural accuracy is increased a lot. My actually problem is that I would to make new texture set to recreate a dark laser similar game match, but the current textures are not suitable for this scope, So for this reason, for the next version i'll try to learn first how to make shader scripts, and then create textures that enchant the envirnoment.
"forgive your enemies but never forget their nicknames"
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