I've been working on this map for about a month now,
and although it doesn't seem like much compared to
some other quality maps, I'd like to think I've come a long way.
It was inspired by the deathmatch genre in it's
entirety although much of it comes from the quake family.
It is built 100% with displacements, and there is not a single
visible world brush in the entire level.
It features large asteroids on orbit around the map and smaller
ones are floating inside it waiting to be grabbed.
It's worth a mention that the small asteroids won't
respawn until they've all been thrown off the map.
Discussion
Posted by CrazyIvanovich on
Mon Sep 10th 2007 at 12:45am
This map plays very well. I've got it on my server, and the battles are simply awe inspiring. Though scores are hardly in the double digits because you fall off all the time. :P Brings back memories.
I'd say that this map's Achillies heel is its size. It's a hefty boy at 40 megs, so players don't stick around for the download.
Very Nice.. Your far above my level in mapping.. for one you understajnd displacments, and the lingo of the mapping community. =) The map is very pretty, the sky map is perfect. great job!
It would hurt performance a little (possibly too much), but something
that might be cool would be to have some sort of floating lights with
parented light_dynamics going round routes around the map. Again it
might cause dodgy lighting issues on the displacements, but could be a
really cool effect.
Ok, I gave it a shot for kicks and I'm afraid the results were less than pleasing. I tweaked the lightmaps pretty well, but I never completely managed to hide the fact that this abusal of displacements has some bugs when it comes to lights.