![]() Great job with ruins and stuff.Xonotic is an addictive, arena-style first person shooter with crisp movement and a wide array of weapons. The outside is generally good, I don't see a point of making invisible warpzones in the debris though. Why?Īlso the elevator leading to the top of the map: Its easy to get up, but what if you changed your mind and want to get down? if you try that the lift gets you up again and again, untill you ragequit. I like the tower idea (made of simple rames and glass) though there are some holes in the glass you akwarldy cannot pass through. What is incredibly good is the slime room and all these effects in it, chains swinging there and there, moving textures. Some of the rooms are completly white and shiny, it might be a bit confusing, but most of all it doesn't look good There are 'bumpy' stairs inside the building that bumps you right into the doorframe. The map performance as previously mentioned is extremly low, ![]() Smaller duel map which ofcourse will be made for the new contest ! ĭont let that discouraging you from voting for it though. These bugs (and others like red stuff on the blue side) are the reason why I haven't posted the map here yet. I am planning on switching to something betterĬonsistency. I am also trying to find away to make the snow be less of an issue. I ran out of time to make it how I wanted itįramerate. Should be noted that the end of this was rushed in a 5 hour mapping spree before the contest ended. here is the link to the map we are talking about strength (im not gona have both strength and shield. minelayer (i think ill put that in somewhere. ![]() nex (on the highly visible bobbing/floating island) I'm not going to turn this into another balance thread. usually resulting in an interesting death. If someone shoots a rocket out of the window the turret will likely arc/bounce lighting too the rocket and then too the player. that building is meant for keeping tabs on (and the enemys paws off) of the nex. I'm unsure about the RL placement in the only building you can go in atm. but you cant go in (think the peep shows in lightspeed)) I'll try to keep the important stuff out of the buildings (probably most will have windows. I don't think I did anything that revolutionary. do you mean that it feel like a different kind of game?. "proof-of-concept for an engine" ? im still using darkplaces. that is something you would have to talk to the devs about. maybe I messed something up - and for its timelimit. I'm not sure if there is any way to do that in a "fast paced" fashion. otherwise its the typical video game city where every door is locked. I want people to be able to go inside (some) of them. i'll move them to more central places (as opposed to corners). as for weapon placement - I see what you mean. "Many movement disrupting/altering zones" ? could you be more specific. I'll be sure to put it in the next version I could put in an invisible ceiling if you wish. the turrets are so people cant hop across the roof. Also I don't like the idea of laser jumping on the roof and when be able to jump into the void, it doesnt feel like it fits in this map. I would like to get the HLAC replaced and maybe the Port-o-laucnher depending on how it effect the balance. What I would like to be changed: Make a city skybox instead, it doesnt feel like this map is floating in space. What I like the most: The visuals, the small tubes you can laser jump up in, I like the turrets on the top of the map. But it might get the map quite unbalanced, I do not know for sure though. I saw that a Port-o-launcher spawned but I couldnt find it, also an interesting idea. I don't think that the HLAC will work well since it's quite unbalanced IMO. ![]() Gameplay: I did only play with bots, but so far it plays pretty good! I really like the idea of adding those turrets on the top of the map. Weapons and items placement: Items got okey placement, but the weapon placement isent really my preference. ![]()
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