[MAP] Altars_v2

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[MAP] Altars_v2

Postby Clueless Newbie » Sun Apr 27, 2008 1:26 pm

Uploaded v2, available here:

http://folk.uio.no/clund/nexuiz/Altars_v2.pk3

Changes from v1:

• Added a second passage between team spawn and base.
• Added a defense position at one's own base.
• Raised the roof of the top floor a little, making it easier to take out hostile FCs who jump the middle roof.
• Tweaked the weapon spawns.
• Added some carpets and pictures for nice. ;)
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Postby torus » Sun Apr 27, 2008 2:31 pm

Can we have some screenies? Also, this map doesn't need pictures imo- they don't fit with the theme. It needs foliage!
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Postby Clueless Newbie » Mon Apr 28, 2008 5:19 pm

torus wrote:Can we have some screenies? Also, this map doesn't need pictures imo- they don't fit with the theme. It needs foliage!

Sorry, but I'm too lazy to upload screens of revised maps. ;) Besides, the important changes in v2 are about flow, not looks.

While I agree that foliage would look good, it would also get in the way of the players — at least in this map. However I have thought about making a courtyard-themed map with plants and stuff. Maybe in a future map.
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Postby torus » Mon Apr 28, 2008 7:00 pm

Clueless Newbie wrote:
torus wrote:Can we have some screenies? Also, this map doesn't need pictures imo- they don't fit with the theme. It needs foliage!

While I agree that foliage would look good, it would also get in the way of the players — at least in this map. However I have thought about making a courtyard-themed map with plants and stuff. Maybe in a future map.


Get in the way of players? Not at all- you can easily include plants and stuff in the lower level, and just make them not clip players (spawnflags 3).
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Postby [-z-] » Mon Apr 28, 2008 7:15 pm

I agree with foliage, it would look nice.

I think jump pads are needed as well. I didn't feel any y-axis flow. You require the player to laser too much
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