Slidez

Slidez

Re: Slidez Posted by Forceflow on Thu Feb 26th 2004 at 9:17am
Forceflow
2420 posts
Posted 2004-02-26 9:17am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
I just love slide maps :-)
Re: Slidez Posted by ZenKilliZen on Wed Mar 3rd 2004 at 5:35pm
ZenKilliZen
20 posts
Posted 2004-03-03 5:35pm
20 posts 62 snarkmarks Registered: Jan 25th 2004 Location: Wa
Reverse TFC ctf

Clean mean and very Fast O map, Three entry's into fr main roof from hh from yard, reg water entry with det entry to fr from mid yard and offcoarse coming from main entry to fr footing it, bhopping or whatever makes you fly. Basically a very fast O map should have any defense on there toes and constantly. I basically made this map for the UGC 5v5 league though it could fit a 2v2 with finesse. The detail isnt fantasic but isnt plain either. I prob coulda done more with it but hey its as fast as a gal wanting you to buy her a drink.

I used some of the design layout from my unreleased map subliminalz im working on but giving me r_speeds probs. Gonna need a coauthor on that sexy beast. But as I said prior I allready had the aok since beta vers 5 that there gonna run it in UGC 5vs5 this coming season which starts in 3 weeks which was my driving force basically to mow a fast one out. Might make a _r vers soon after I release it. allready ran a 5vs5 scrim on it and the playability is a blast for ie to fast, Take a peek and dont be shy to be honest.

Regards Z3n

http://www.snarkpit.com/maps.php?download=791

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Re: Slidez Posted by Death To lag? on Wed Mar 3rd 2004 at 6:56pm
Death To lag?
153 posts
Posted 2004-03-03 6:56pm
153 posts 15 snarkmarks Registered: Jan 28th 2004
cool i like the textures n the sky :razz: works good
Re: Slidez Posted by ZenKilliZen on Wed Mar 10th 2004 at 5:59am
ZenKilliZen
20 posts
Posted 2004-03-10 5:59am
20 posts 62 snarkmarks Registered: Jan 25th 2004 Location: Wa
Wow ok, since I posted the orig beta I think this is it ie final vers jst did basicaly some major texture changes so you can identify what base your in at anytime by color added a change of removing the flags and replacing them with scepters with lolz skeleton kings of the castle holding onto them silly sexy lolz. Regardless im sure this is gonna be a league fav till hl2 hits god I hope they dont ruin tfc2 ie take the non realism out I so love..

Anyways im jst gonna do some cleanup of the custom wad to remove some of the wad textures to lighten the 5meg load and submit this to the UGC league.

btw the pics are not up to date anymore up there ---^
Re: Slidez Posted by Tracer Bullet on Wed Mar 10th 2004 at 6:19am
Tracer Bullet
2271 posts
Posted 2004-03-10 6:19am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
<SPAN style="FONT-SIZE: 10pt; COLOR: black; FONT-FAMILY: Verdana">
[color=white]Not to be a prick.... well I guess I am being a prick, but there are two things you should know.<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p>


1. Take the time to type out your post in a legible fashion. I for one, and I think many others as well, will not take the time to wade through your gibberish to give you feedback.<o:p></o:p>

<o:p></o:p>

2. Maps which are ?fast? are generally also shoddy; I see no exception here. Take your time with the next one and put some real effort into it, otherwise it?s not worth our time to comment on it.<o:p></o:p>

<o:p> </o:p>

[/color]</SPAN>
Re: Slidez Posted by ZenKilliZen on Wed Mar 10th 2004 at 6:34am
ZenKilliZen
20 posts
Posted 2004-03-10 6:34am
20 posts 62 snarkmarks Registered: Jan 25th 2004 Location: Wa
lolz TRace I apolligize my english isnt well, But when you heard the word fast and hung onto that one it was infering to the opposition capping ratio. ie this is a more oriented offense oriented map rather than a deffense map, in short any good clans offense should pull 150-180 on average.

I know what kinda talent that is around here and agreed am humbled by this but at the same time this was designed for league play ie you dont stop and enjoy the view like you would single player map but not to say that its not to appreciate. I think you should dl it and bhop from base to base and feel the smooth simplicity of what a 5v5 league map should be you might like it if your a tfc mod nut.
Re: Slidez Posted by diablo on Wed Mar 10th 2004 at 7:31am
diablo
189 posts
Posted 2004-03-10 7:31am
diablo
member
189 posts 29 snarkmarks Registered: Oct 19th 2002 Occupation: Guitarist Location: Melbourne, Australia
I downloaded the map and had a quick walk around the place, overall it was done well, but I found a couple of problems. I don't know how good gameplay would be due to only playing it with one person. :razz:

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Argh! Crates! My eyes burn! :leper:

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Interesting slimy stuff, it burns!

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Now this is a problem, architecture errors look rather bad. :sad:

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Now how do I get through there?

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Your r's get a little high at this point for a tfc map.

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Now who's this handsome fella, a relative of yours lep?
Re: Slidez Posted by Hornpipe2 on Wed Mar 10th 2004 at 7:04pm
Hornpipe2
636 posts
Posted 2004-03-10 7:04pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Colored lighting should be used a little more subtly than that. I don't know if this map has a strange layout that makes you unsure of where you are, but I prefer a TFC map where I can find my bearings by noticing, for instance, a wall with a red band on it, or a few scattered red objects, or a red sign on the wall. Having a room entirely red lit and another one entirely blue just detracts from the room. I already know where I am, no need to shove it in my face.

Do we have a tutorial on using colored lighting effectively? I notice a lot of new mappers fall into the trap of using one light entity in each room set to "255 0 0 1000" and another "0 0 255 1000" for "accentual" lighting.

EDIT: Diablo, you probably detpack that grate.
Re: Slidez Posted by Tracer Bullet on Thu Mar 11th 2004 at 3:47am
Tracer Bullet
2271 posts
Posted 2004-03-11 3:47am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I guess I may have been overly hasty in my judgement, but it is important to note that my misuderstanding of "fast" had in large part to do with my diffaculty in understanding your lingo.

on another note, it hardly matters that the map is designed for fast gameplay, that doesn't mean it can't look good. I don't play TFC so I am only equiped to critique the construction, not the layout.
Re: Slidez Posted by ZenKilliZen on Fri Mar 12th 2004 at 7:34pm
ZenKilliZen
20 posts
Posted 2004-03-12 7:34pm
20 posts 62 snarkmarks Registered: Jan 25th 2004 Location: Wa
I got my map in week 11 of UGC 5v
Yeah baby
http://www.ugcleague.com/schedule_tfc5.cfm

ty for that info and insight everyone, Trace I would consider it an honor If you ever have time I would love to run through it with you and get harsh on me lolz, jst pm me here or meet me in #desertss in gamesurge and I will set the srv to stun..

I finished all the texture errors cleaned up all the r_speeds granted there is one spot a small spot if I stand there that hit's 702. Gonna do an _l vers probably soon.

That grate part is for detpacking in water to open it up. Also the lighting that was mentioned earlier was to create an illusion of foggy light feel only used that in fr and at cap point, The rest of the map I used strips of blue and red to identify which base your at at a glance. There is definately room to improve but in general its clean, appealing to the eye and plays real well jst ran a 5v5 on it last night without one issue or negative feedback..

Regards Z3n