ut4_poison_b7(updated post)

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theRipper
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ut4_poison_b7(updated post)

Post by theRipper »

UT4_POISON_B7
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An abandoned chemical facility where they tested on humans
Supports FFA,TS,BOMB,CTF, TDM
Bots Somewhat Supported. Occasional Signal 11 on linux servers for some
TEST SERVER : CONNECT urt.killjoyclan.com:27962


CLICK FOR SCREENSHOTS

http://img268.imageshack.us/slideshow/w ... t0059w.jpg


CLICK FOR DOWNLOAD

http://www.okgam3r.com/q3ut4/ut4_poison_b7.pk3
Last edited by theRipper on Sat Mar 17, 2012 9:59 pm, edited 10 times in total.
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bludshot
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Joined: Fri Sep 23, 2011 12:12 am

Re: ut4_poison_a3

Post by bludshot »

The map looks quite cool. I like the textures and the theme and atmosphere.

Seems like maybe a few too many ramps though.


The blue flag is under the floor, you can't get it.

Also, imo the urt HD poster looks stupid. Why would there be an Urt HD poster in some old industrial building?

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theRipper
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Re: ut4_poison_a3

Post by theRipper »

hmm the floor under the flag is player clipped and a nonsolid shader. the flag probably fell through, ill fix this


the poster is just filler :) a placeholder

idk how to change the ramps without redoing the entire map lol
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bludshot
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Re: ut4_poison_a3

Post by bludshot »

Some could become stairs or ledges is what I meant.

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theRipper
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Re: ut4_poison_a3

Post by theRipper »

oh good idea
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johnnyenglish
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Re: ut4_poison_a3

Post by johnnyenglish »

lol, I spent 20 minutes trying to work out how to get to the blue flag..

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theRipper
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Re: ut4_poison_a3

Post by theRipper »

yeah lol i discussed that with someone. the floor is player clipped and nonsolid. no good for the flag apparently xD i moved it off of the grate for a4
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flajeen
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Location: Évora, Portugal

Re: ut4_poison_a3

Post by flajeen »

This map has potential. Looking forward to this
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theRipper
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Re: ut4_poison_a3

Post by theRipper »

i put it on my clan tdm today for about 30 mins and people liked it alot. said it was a fun map to play. had an issue with spawn on red getting stuck but i fixed that
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MajkiFajki

Re: ut4_poison_a3

Post by MajkiFajki »

My 2 cents.

Finally map is bright. Great!

But it's kinda flat - not so many places to jump - so You cut off a nice piece of URT. More over - Follow usual Del's advice - 6 orientation points. When ppl will play there they need to communicate easily. Currently You have blood baths.
5 more to go :-)


And as for layout. I'm not an expert, but corridors are very sniping friendly. They are very long and go through almost whole map! It's easy then to camp around a corner. i believe it might be consequence of "crossover-alike" layout.

All in all - n1 alpha. Don't give up, polish it until it shines:)

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