Preface
This is not a killbox, nor is it like anything else out there really... Players either love it, or can't stand it. All I can say is it deserves much more than just a quick load up and two minute walk around in single player mode... You really have to play this map with several (good) people to appreciate just how fun and strategic it's gameplay is.
Thanks,
-Mike-
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Map: dm_plastic_beta_5
Map Type: deathmatch
Rel: In a few months
Author: Mike Jones - [EM] Moike_the_Squid
Email: moike@squick.net
Spawns: Several
Size: BSP 9.44 megs ~ Compressed ZIP 4.0 megs
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- Screenshots:
http://moike.net/dm_plastic_beta_5
- Download ~ 4.0 megs
http://moike.net/dm_plastic_beta_5/...stic_beta_5.zip
- EFNet #Motorcycles Server with the map in rotation
66.127.103.165 / moto-games.squick.net
Since this map is in the beta stages, Feedback is Greatly Appreciated...
### 01/04/2006
<<< See screenshots at http://moike.net/dm_plastic_beta_5 for the major updates. Most of the big updates are improved gameplay. >>>
- The logic systems have been fully debugged at this point, I can't find anything else wrong with them. I'm sure someone will.
- There are two new teleport systems that seem to work gangbusters for getting player flow around the map interacting better.
- Weapons and health/batteries have been either removed or relocated as I saw fit to improve flow as well. I made some major physical changes to the overall map to clean things up a bit and add some new gameplay features.
- The sniper tower now has a switch that will bust the glass window out of the trapdoor control room for 15 seconds. After this the window pops back in place and the switch in the sniper tower locks out for two minutes before it can be used again. The status of the switch is indicated by a green/red lamp. A map-wide alarm sounds when the glass breaks, and the four lights on the killing floor switch to red for the 15 seconds that the glass window is broken out.
- The trapdoor control panel now has a 2.5 second delay on the buttons after the trapdoors reset. This is indicated by a green/red lamp. This prevents a n00b getting up in the control booth and just hammering the buttons and racking up trapdoor capture kills. Now the trapdoors take some timing and skill to use, not just blind luck.
- Successful trapdoor capture kills are now accompanied by a map-wide award alarm, and the four four lights on the killing floor switch to green for 7 seconds.
- The tram system is greatly improved, it doesn't kill you 1 out of 10 times anymore. Call button response time is about 75% faster now.
- Overall FPS improvements, lots of eye candy, some texture work, lots of player clips added to smooth things out.
- Semi-protected spawn points now. This was the biggest complaint about the last beta, My spawns were out in the open.
- Soundscapes installed, server sound bugs finally sorted with ambient_generic entities.
<<< Things to do >>>
- Lots of square rooms/corners and blocky surfaces still yet to be dressed with func_detail or displacements.
- All the lighting prop_staics need to be installed.
- All the ropes and cabling needs to be installed.
- Textures and decals/overlays still need quite a bit of work.
- Major bug with being able to see part way into the pipe room through the perimeter fence from the upper corner of the glass killing floor. You can also see part way into the tunnels leading to the pipe room from up in the sniper tower. This one has me stumped, I know it has something to do with the skybox texture being semi-transparent, and those parts of the map being close, and within line of sight. Hey... that's why the map is beta.
Any feedback on how to fix the visibility problem would be great. I've looked around quite a bit, and tried my own experiments and methods of cheating, and everything short of extending my 'open' map area to include the top surfaces of those brushes. I'm trying to avoid that since I want to keep the biggest 'room' of my map as small as possible for performance overhead reasons.




