[Map] Laboratory

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Postby Barfly » Wed Sep 03, 2008 7:17 pm

progress is always a good thing :)
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Postby MaStEr » Wed Sep 03, 2008 8:24 pm

bit to late but cool map you fell like miniman but for dm its to big

on your next version you can take a flat sreen :D
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Postby Sepelio » Wed Sep 03, 2008 8:43 pm

Right I'm now onto messing with the lighting. Hopefully I can get spotlights to work, just making a test build to see if they do. Anyway for other changes:

-Swapped the positions of the nexes and rocket launchers to try and discourage sniping a little.
-Added a few corner platforms in the base for people trying to escape snipers
-Spawn points that were normally in the open are now protected from snipers by... safety specs!
-Added platforms leading down to the handle jump pads to stop people dying quite so much
-Retextured a few things to make it look more varied. But not much.

Think that wraps it up until I get the lighting working. As always, any suggestions fire away.
Possibly not the worst mapper in the world.

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Postby Sepelio » Thu Sep 04, 2008 2:06 am

Double posting, I apologise... but! v1r1 is here!

Changes are basically everything I have mentioned previously, hope it fares a little better!

Image

File
http://www.mediafire.com/?3yzkomnzaki
Possibly not the worst mapper in the world.

A blog of random pish:
http://xeno.planetnexuiz.com/blog/?author=5
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Postby Barfly » Fri Sep 05, 2008 3:00 pm

We had 11 people playing it last night at a lan party, everybody liked the map for the most part, one issue a few brought up is that it's fairly easy to make a cap, the games didn't last more than 15 min MAX.
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Postby Sepelio » Fri Sep 05, 2008 3:10 pm

I think thats because its much harder to snipe now :)

Any suggestions on how to fix it? I know its because its very simple to just hop between the base jump pads.
Possibly not the worst mapper in the world.

A blog of random pish:
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