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DM-MaxCargo-Beta4c
Posted: Sun Nov 08, 2009 5:09 pm
by rejecht
Beta 4c:
Download Beta 4c (2,6 MiB)
Just copy the file DM-MaxCargo-Beta4c.ut2 to your Maps folder (typically C:\UT2004\Maps).

Posted: Mon Nov 09, 2009 11:20 am
by }TCP{Coco
Good work, looks like it could be great fun for the TAM players!
Posted: Mon Nov 09, 2009 4:37 pm
by rejecht
ty, Coco!
Hope so. Always fun with new maps anyway.

Posted: Mon Nov 09, 2009 5:14 pm
by }TCP{Trønec.
Looks like fun!

Posted: Mon Nov 09, 2009 7:33 pm
by rejecht
}TCP{Tronec wrote:Looks like fun!

tsk Killing humans is always fun, no matter what map.

Posted: Tue Nov 10, 2009 4:53 am
by }TCP{Snowbird
I downloaded it yesterday, and took a quick peek. I liiked the design, and the lighting. I did not get to run through very long, but the over all feel was nice. It could use a bit of more ambient sounds in areas, and a few more deco's, but as it is it is playable. Frank
Posted: Sun Nov 22, 2009 4:12 pm
by rejecht
Thanks for the look and suggestions.
Will definitely add more ambient sound.
BTW: You remember those times when players got stuck inside the lifts on Sinfonia? Well, the things I suggested (Karma collision enabled) don't work either, as players have gotten stuck in the lifts on this map as well! I'm trying one more thing now; adding a smaller collision rectangle at the top, in case the collision calculation has difficulty catching it if the rectangle is huge..
Posted: Sun Dec 06, 2009 5:50 pm
by rejecht
Posted: Mon Dec 07, 2009 8:38 am
by m4ck3rz
*BIG LIKE* (Y)
but:
- no hp pickups (no 5's/25's?)
- no 100a?
- no 50?
i realise this is only beta and i must admit from what i've seen i love it.
i think the 100a in the lowest area (hole in floor with bouncer and dodge ramp)
and the 50a in somewhere open
1 more thing:
change lg/shock with the rox spawn, someone gets both the camps the pickups its game over!!
Posted: Mon Dec 07, 2009 2:14 pm
by rejecht
Cool!
Yep, I threw some in so there would be pickups during Freon.
Don't leave yet. I'd appreciate more input regarding pickup placement.

Posted: Mon Dec 07, 2009 3:36 pm
by m4ck3rz
I'll take some screen shots as suggestions and post them here if you like, then open discussion/other players input etc:]]
Posted: Mon Dec 07, 2009 5:12 pm
by rejecht
Sure, by all means. It's still being worked on, so there might be some changes in how rooms connect, but it's valuable tips regardless, at least if you could provide a rationale/reason, as you did with the lg/shock.

Posted: Mon Dec 07, 2009 5:56 pm
by m4ck3rz
below are some screen shots with *possible* spawn places (i did not include ammo, would take days),
please feel free to feedback guys;]
100 Armor Suggestion:
http://i596.photobucket.com/albums/tt48 ... st][/list]
50 Armor Suggestion:
http://i596.photobucket.com/albums/tt48 ... 1260208213
Suggestion for "Top Floor":
http://i596.photobucket.com/albums/tt48 ... 1260208269
Suggestion for "2nd Floor":
http://i596.photobucket.com/albums/tt48 ... 1260208332
~~~~~~~~~~~~~~~~~~~~
Shock/Rox Change:
if somebody spawns at the water area onthe ground floor, takes the jump pad and takes shock, another jump pad and takes lg, they have both longrange weapons making it impossible to fight them unless upclose.
i think switching lg/shock with rox would make the other aim weapon more accessible and less of a "1 area frag farm".
you need to make sure that a long range and a short range weapon are available relatively close to your spawns to give the best chance to gain map control quickly. trying to snipe with a link gun is hard, however, if you get shock & link it can be a powerful combination leading to a quick frag.
just some of my thaughts, feedback/dissagree/discuss:]]
Posted: Mon Dec 07, 2009 9:05 pm
by }TCP{Cloud
I really enjoyed your map last night m8.
I didnt knew it was yours yet, but as soon as i flew around in specmode before the game started, i knew this would be your work for some reason..
Jood job, keep it up!
Posted: Mon Dec 07, 2009 11:32 pm
by m4ck3rz
}TCP{Cloud wrote:Jood job, keep it up!
Deffinately:]]