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Crossings

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tazinator

Posts: 352

Joined: Fri Jul 05, 2013 7:35 pm

Post Fri Mar 14, 2014 3:29 pm

Crossings

Lots of slipzones and testitems.. Weeee


Changes!
• removed asteroids, some testitems
• added loadout zone
• New team colors!
• Description!

Image

  Code:
LevelFormat 2
CTFGameType 8 8
LevelName Crossing
LevelDescription "through the middle or around the belt?"
LevelCredits tazinator
Team LightBlue 0.45 0.875 1
Team Yellow 1 1 0
Specials Engineer
MinPlayers
MaxPlayers
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LevelDatabaseId 234
Last edited by tazinator on Sat Mar 15, 2014 12:13 am, edited 1 time in total.
Play my new level! Two different teams fight over a nexus: One mainly defends while the other attacks! is fun
viewtopic.php?f=33&p=21002#p21002
<<

Skybax

User avatar

Posts: 1035

Joined: Thu Mar 11, 2010 9:17 am

Location: Washington

Post Fri Mar 14, 2014 4:26 pm

Re: Crossings

I'd suggest making the slipzones more rounded. I like rounded and well-fitting zones.
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
<<

tazinator

Posts: 352

Joined: Fri Jul 05, 2013 7:35 pm

Post Fri Mar 14, 2014 9:00 pm

Re: Crossings

I do not understand
but bots have trouble on this map
Play my new level! Two different teams fight over a nexus: One mainly defends while the other attacks! is fun
viewtopic.php?f=33&p=21002#p21002
<<

Quartz

User avatar

Posts: 901

Joined: Thu Jun 17, 2010 12:14 am

Location: Texas

Post Sat Mar 15, 2014 2:49 am

Re: Crossings

It needs more test items.
Exploits of Quartz and bobdaduck - Pleiades Maps
19-year-old Quartz mad about lawn removal
raptor wrote:sometimes I think getting Quartz to use plugins is like getting my mom to use a computer
<<

tazinator

Posts: 352

Joined: Fri Jul 05, 2013 7:35 pm

Post Sat Mar 15, 2014 1:13 pm

Re: Crossings

that was in version 1..
im trying to take a break from computers right now so cant fix it
Play my new level! Two different teams fight over a nexus: One mainly defends while the other attacks! is fun
viewtopic.php?f=33&p=21002#p21002
<<

sky_lark

User avatar

Posts: 2053

Joined: Wed Mar 10, 2010 6:00 pm

Post Sat Mar 15, 2014 8:21 pm

Re: Crossings

The slip zones are pretty interesting. You can get going quite fast but it can also be tough to stay on.

I agree with making the slip zones rounded. This is easy to do by just adding an extra vertex to each slip zone and dragging it to the adjacent zone.

There are indeed a lot of testitems, and I get that they intend to crowd up the middle but I fear with a handful of players they could lag up the server quickly.

But I like the map!
Last edited by sky_lark on Sun Mar 16, 2014 11:07 pm, edited 1 time in total.
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<<

Skybax

User avatar

Posts: 1035

Joined: Thu Mar 11, 2010 9:17 am

Location: Washington

Post Sat Mar 15, 2014 10:19 pm

Re: Crossings

Also. It's not symmetrical.
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
<<

Quartz

User avatar

Posts: 901

Joined: Thu Jun 17, 2010 12:14 am

Location: Texas

Post Sun Mar 16, 2014 11:57 am

Re: Crossings

Skybax wrote:Also. It's not symmetrical.

Aye. Amusingly, it's easier to make something perfectly symmetrical than to make it slightly off. Just design half of the level, copy+paste on-top of itself, ctrl+alt+r 180 (for two team maps, of course).
Exploits of Quartz and bobdaduck - Pleiades Maps
19-year-old Quartz mad about lawn removal
raptor wrote:sometimes I think getting Quartz to use plugins is like getting my mom to use a computer

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