|
dm_mR_Inc (In Alpha!) - Printable Version +- [mR] Forums (https://mikes-revenge.net) +-- Forum: Archive (https://mikes-revenge.net/forumdisplay.php?fid=102) +--- Forum: mR Archive, 2010–2019 (https://mikes-revenge.net/forumdisplay.php?fid=103) +---- Forum: Black Hole (https://mikes-revenge.net/forumdisplay.php?fid=12) +---- Thread: dm_mR_Inc (In Alpha!) (/showthread.php?tid=1366) Pages:
1
2
|
RE: dm_mR_Inc (In Alpha!) - Tai Huu - 08-16-2011 I SMELL 2FORT STYLE FROM THIS RE: dm_mR_Inc (In Alpha!) - asswad - 08-22-2011 http://steamcommunity.com/id/gigggity/screenshot/540651079849820421 BROKEN. Inb4 5 sentries placed in rows. RE: dm_mR_Inc (In Alpha!) - Mitch - 08-22-2011 Secret rooms demean the gameplay of the map. i agree with more detail in the rooms and raising the room height. RE: dm_mR_Inc (In Alpha!) - Mr.Carge - 08-22-2011 Doc... I fixed that a while ago. I have the map on v4 now. Also these pillars are annoying the **** out of me. Should they be wood or concrete? Done as of this weekend: - Lighting now comes off of props - Roof has been raised about 2.5 or 1.5 tines what it was, can't remember. - more detailed area off the map. - lighting in certain areas optimised, but still requires some tweaking - middle area now contains a platform in the middle. Please post your suggestions here, don't just blurt them out on teamspeak and then expect me to remember it. To do list: - Ramps to become stairs - Finish columns - Idle for hats (GABEN) - Decorate spawnrooms (I require suggestions of props and maybe suggestions of how to make it seem less empty.) - 3D skybox re-attempt? (Really don't want to do this. It takes a lot of time to do and is mostly useless) - a control point that does ****. - Decide what to do with basements. They all have empty spaces in them. Also, please do note that this in no way will be a completely serious map. As of now I have decided that it will be a DM map and nothing else. I have an idea for a payload map I would like to truly try and would take help with making some custom textures to make it look amazing. Also, how are the colours of the map? Should I change them? RE: dm_mR_Inc (In Alpha!) - JackFlash - 08-26-2011 (08-22-2011, 10:38 PM)Mr.Carge Wrote: - Decide what to do with basements. They all have empty spaces in them. How about an underground tunnel system that connects buildings through the basements. Maybe some sort of traps in these tunnels so its not an easy route (yet not impossible either). Example: narrow plank over deep pit. RE: dm_mR_Inc (In Alpha!) - Dutchmerc - 08-26-2011 Protip: Make a deadly pit, so I can airblast enemies in it. I like it the map so far. RE: dm_mR_Inc (In Alpha!) - Piluso - 08-26-2011 Can we get some screens of the changes? Also, if it's worth noting, I'd be willing to help you with some of the map details and balance tweaking here and there. RE: dm_mR_Inc (In Alpha!) - Mr.Carge - 08-26-2011 Of course! I can maybe get some new screenies by the end of tomorrow. Also, I like the pit idea and the tunnel. However I will then cut the basement to half it's size. Also, I think I will make the way across more of a zigzag line rather than straight: I.E. Tougher to cross. Jack environment traps just frustrate players as I've learned. Their focus on attempting to reach the enemy base is so obsessive that traps that kill them may anger them; example? The TNT pumpkins in Halloween maps. There is a reason barely anyone Plays those maps, and it's partly because of the ghosts and pumpkins. Environmental traps seem to be something better carried out in Single Player campaigns. Also, Piluso, unfortunately I am too new at this to detail my spawn rooms, so if you wouldn't mind... Meanwhile I couldn't think of how to improve the map, my head worked out a payload map that is very complicated to carry out but with some hard work it should turn out to be quite good. I made a sketch of it in one of my notebooks so I'll digitize it and post it on a different thread. RE: dm_mR_Inc (In Alpha!) - Mr.Carge - 09-01-2011 Beta version of map. Ok... Pit added. Lights optimized. Details are being done by Madman later. This is just for a test to see how the map plays out. |