[MAP] Chasm

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Re: [MAP] Chasm

Postby Clueless Newbie » Mon Oct 22, 2007 10:07 pm

First of all, thanks for the suggestions and the positive feedback.

So far I've only played one game on this map, which was KH. I found a few flaws that way. I also saw first-hand the frustration certain aspects of this map gave one of the players.

There will be a version 1.1. Improvements will include:

1. A slight glow to the warning strip along the ledges. It's not visible in the dark as it is now.
2. The ledges are too narrow. Just one player at a time isn't enough. The width will be twice what it is in the current version.
3. The players tend to get stuck on some of the fancy trimmings in the map - especially near hte doors. The next version will have player clip brushes to lessen this.
4. Parts of the geometry in the map room obstructs the players. This will be fixed (or at least reduced) - mainly by raising the silvery part of the ceiling.
5. I was aware of the sniper/camper ledge at the top of the map, but I didn't do anything about it because I assumed the sniper would be a sitting duck when perched up there. Turns out the player would be very hard to see cuz it's kinda dark up there. The next version will have a surprise for would-be campers... ;)
6. I might make some of the internal halls wider. Not sure though.

As for animated textures - I've made lots and lots of textures and maps over the past 8-9 years (not for Nex, obviously), and I've found that animated textures can very easily be annoying and downright trashy. Some slight blinky-blink in the red/blue bits might have been neat, but due to the tiling of the textures you'd end up with synchronized blinking all over the surface. The result could very easily end up looking like carnival or christmas lights. Or like something from Augenkrebe(sp?)...

More on this map later, no doubt.. ;)
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Postby divVerent » Tue Oct 23, 2007 6:44 am

The next version will have a surprise for would-be campers... Wink


Hope you won't break laser jumping from base to base...
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Clueless Newbie » Tue Oct 23, 2007 8:09 am

divVerent wrote:Hope you won't break laser jumping from base to base...

Oh no. That would ruin the level. That bridge is mostly for show - and for giving bots and inexperienced players a way to cross the chasm (and for holding the quad).
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Re: [MAP] Chasm

Postby Xeno » Tue Oct 23, 2007 8:20 am

Clueless Newbie wrote:6. I might make some of the internal halls wider. Not sure though.

I like the tightness of the map and think that you should leave it as is. In any case, don't widen the passageways.

The more I play this map, the more I like it.
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