New map: Rooftop Suicide
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nothing much to add to already written comments, it really rocks. much better than some other small city map made by you (a long time ago). keep up the good work
Last edited by kaaos on Mon Aug 30, 2004 11:45 am, edited 1 time in total.
THEIR WHITE FLAGS ARE NO MATCH FOR OUR MACHINEGUNS
Yeah, I know those city maps (made approx 5 years ago ) were my first attempts at mapping, they weren't exactly original nor that great. I'd like to think that I've learned something over the years tho.kaaos wrote:nothing much to add to already written comments, it really rocks. much better than some other small city map made by you (a long time ago). keep up the good work
emu: That's the thing I'm not sure of, since I haven't had a chance to test any TP, I have no clue as to how it would play. I tried some DM and I think that that works very well (at least with a smaller number of players), and I can only hope that TP would work as well.
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I immediatelly thougt of mesto when I saw this... "nooooo not another one!" but when you take a closer look you see that this map isn's as ugly as mesto and much more playable. I mean you don't have to practice it for 100 hours before you stand a chance in this map.
Looks honestly really nice.
Looks honestly really nice.
MadWolf
Thanks again for all the nice comments
After some TP testing (by myself ) it turns out that Masa^ was correct. (i.e. you can drop to the ground and stay alive in TP) That will probably have an impact on play in TP as there would always be someone who would either on purpose or involantary drop to the ground level before action. I'm experimenting with different solutions now, f.ex. trying to make the buildings higher or adding some kind of slow damage trigger down on the ground level. If I make it slow enough, players dropping to the ground before action would not live long enough to actually benefit from being on the ground, (not that I think they would benefit anyway, but it would still be annoying having people running around down there:) ) but it would also mean that 99% of people falling down would actually plummet (instead of "being at the wrong place") and thus would give frags to the one causing the flying
Are there any other suggestions of improvements? I mean since I apparently need to make yet another version I might as well add something else if needed
Thanks again
After some TP testing (by myself ) it turns out that Masa^ was correct. (i.e. you can drop to the ground and stay alive in TP) That will probably have an impact on play in TP as there would always be someone who would either on purpose or involantary drop to the ground level before action. I'm experimenting with different solutions now, f.ex. trying to make the buildings higher or adding some kind of slow damage trigger down on the ground level. If I make it slow enough, players dropping to the ground before action would not live long enough to actually benefit from being on the ground, (not that I think they would benefit anyway, but it would still be annoying having people running around down there:) ) but it would also mean that 99% of people falling down would actually plummet (instead of "being at the wrong place") and thus would give frags to the one causing the flying
Are there any other suggestions of improvements? I mean since I apparently need to make yet another version I might as well add something else if needed
Thanks again
hmm... these are my thought no on how to solve the problem with moving on the ground.
I'll put a trigger_hurt (does damage) on the ground level that you can't get above if you get down on the ground. This will do damage of 1 unit, ie it will quickly count your health down to 0. This should also mean that if you plummet, the trigger_hurt won't have time to hurt you more 1 or max 2 hps before you are crushed against the ground. As a further precaution I thought about putting a "mist" brush (one that you can fall thru but not see thru) some units off the ground, so that you fall thru this, when plummeting, and thus can't see anything while the trigger_hurt kills you. This should mean that dropping to the ground before "action" will not do anything else for you than kill you slowly since you can't see anything you can't really hit anything moving on the roof.
It's not very realistic, I know, but at least it would solve the problem. I've scrapped the idea of just lowering the ground level as this would increase r_speeds so much that I fear that it would impact on those running low-end systems. (would get up to the lower 2000)
Thoughts?
I'll put a trigger_hurt (does damage) on the ground level that you can't get above if you get down on the ground. This will do damage of 1 unit, ie it will quickly count your health down to 0. This should also mean that if you plummet, the trigger_hurt won't have time to hurt you more 1 or max 2 hps before you are crushed against the ground. As a further precaution I thought about putting a "mist" brush (one that you can fall thru but not see thru) some units off the ground, so that you fall thru this, when plummeting, and thus can't see anything while the trigger_hurt kills you. This should mean that dropping to the ground before "action" will not do anything else for you than kill you slowly since you can't see anything you can't really hit anything moving on the roof.
It's not very realistic, I know, but at least it would solve the problem. I've scrapped the idea of just lowering the ground level as this would increase r_speeds so much that I fear that it would impact on those running low-end systems. (would get up to the lower 2000)
Thoughts?
as stated above, I'm experimenting with different solutions to make sure that you don't stay alive if you manage to get down there... Stay tuned for the updateJazzie wrote:How does this work in teamplay? Considering you don't die automatically on the ground. However, it's pure gold in DM.
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Thanks for the props btw