Nightrun by MJ

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Updated: 9-10-06

Ok It's about time I updated this map...

First off I change the gamestyle. It now plays like Avanti. It has 4 cap points that are place well. It plays way better now I think. Also I added signs to help people out too. Made some changes on the layout too for gameplay. Check it out.

Discussion

Posted by Myrk- on Mon Feb 21st 2005 at 11:08am

Are the people reporting it on crap connections? You need to make sure you get a good survey of statistics so you can accurately determin the problem.
Posted by MJ on Mon Feb 21st 2005 at 9:25am
[Author]

does this map lag if your playing on a server with lots of players? I'm getting reports of this happening.

any help will be appreciated.
Posted by MJ on Mon Jan 3rd 2005 at 1:56am
[Author]

The gates work fine. Other people who play tested this never had this
problem so it must be you. Don't know what to tell ya about that.

The signs thing i find rather useless because theres so many ways to
get to the caps so wasting precious brushes and textures for signs is
rather useless. Besides loading up the map and specing around you can
see where everything is with the overview I included (which shows cap
and det packs points). Won't take that long to find everything for
peeps new to the map.

Also the castle is closed off with gates (to prevent camping) along with the door in blue spawn at capture 2.

Thanks for commenting!
Posted by Gwil on Sun Jan 2nd 2005 at 4:57pm

The walls seem far too thin - as do the doors, which is odd as the scale seems pretty much spot on everywhere else.

The overall construction/layout seems ok as well, except for that.
External walls are like 1/4 of the players thickness, and it looks a
little odd. I'd also add signposting for the cap points, as I find
myself lost quite a lot on the way to cp1.

Big bug -
or what seemed to be.. the gates dont open for the second point, even
after the 60 seconds is complete. Dunno what's causing this, or if I
missed the obvious but the gate behind tghe door at respawn #2 (after
capping point 1) stayed closed after the alarm, as did the one on the
large castle D:

I think as it stands it's ok, but the construction is a little clunky
in places and the second set of gates not opening leaves this run
through unfinished.

If i'm being stupid, tell me, otherwise go fix the gates :smile: When it works i'll post a proper run through with the screenshots.
Posted by Orpheus on Sun Jan 2nd 2005 at 12:24pm

<DIV class=quote>
<DIV class=quotetitle>? quoting MJ</DIV>
<DIV class=quotetext>guess no one plays tfc here :/
</DIV></DIV>

actually, we have some top grade TFC players, the problem is, HL1 mods are not a priority just now..

perhaps after the new wares off of HL2.
Posted by Myrk- on Sun Jan 2nd 2005 at 11:20am

RAWWWRRRRr..rrar..r.....r..

/me forms narcolepsy and falls asleep.
Posted by Orpheus on Sun Jan 2nd 2005 at 10:38am

sorry, i guess it was not one of my better ideas.
Posted by MJ on Sun Jan 2nd 2005 at 5:09am
[Author]

guess no one plays tfc here :/
Posted by Orpheus on Mon Dec 27th 2004 at 1:05am

<DIV class=quote>
<DIV class=quotetitle>? quoting MJ</DIV>
<DIV class=quotetext>The SnarkPit Forums ? Maps Show off your beta or completed maps in here!

well i thought this was the right place

???
</DIV></DIV>
it is, forgive myrk, he sleeps sometimes :biggrin:
Posted by Cassius on Mon Dec 27th 2004 at 12:52am

<DIV class=quote>
<DIV class=quotetitle>? quoting G.Ballblue</DIV>
<DIV class=quotetext>
A little egotistical aren't we?

</DIV></DIV>
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