HELLO.
Overview shot here:
http://mods.whahay.net/Belross/sonics0small.jpg
Man, time sure flies when you're working on a map. I think I spent like 10 hours straight on this without even realizing it. It was like I was in a FRENZY OF SONIC THE HEDGEHOG-RIPPING. (In case you can't tell, all the graphics are ripped directly from the Sky Fortress zone of Sonic 2.)
I have mixed feelings about how this turned out. I like how it looks... but if you've ever made something like this, you realize that it can be a pain to get polygons to line up with their intended scenery. That's why this is "draft 1;" I still plan to go back and try and fix it up a bit. There are a couple of places where the polygons show through quite noticably (especially in screenshot 1... man wtf). There are even some spots where the polygons are too far below the scenery. Oh well: it's very hard to fix that now that the foreground scenery is in place, but I'll work at it.
Also, I had a pretty vague idea of what kind of actual MAP I wanted to make when I started this. I had a general outline sketch in my mind, but I don't know if it really worked out right. I can't playtest this map at all, since I can't play Soldat online, and it would be nearly impossible to get bots to behave correctly on this map (I still plan on trying to waypoint it later... soldat bots are my only friends now ;_;) so I need all of you folks to play it and give me feedback. Right now, it feels to me like a ctf_dropdown/death/voland hybrid.
Things I'm thinking of changing:
- Changing or adding to the paths which allow access between the middle and lower routes.
- Maybe seperating the bases farther and making it less vertical. There seems like a bunch of boring empty space in the middle.
- Toying with the jetboot amounts. Right now there's just enough jet (if you're good enough) to fly from one side on the bottom to the other side without stopping to refuel. Having a minigun would be a big advantage on this map.
Anyways, judge for yourselves how the map plays. It was an experiment as much as anything, and I'm interested in the results. Now play it you fools!
More screens:
[IMAGE]
[IMAGE]
[IMAGE]
And finally, here is your link:
http://mods.whahay.net/Belross/ctf_skyfort.rar
Overview shot here:
http://mods.whahay.net/Belross/sonics0small.jpg
Man, time sure flies when you're working on a map. I think I spent like 10 hours straight on this without even realizing it. It was like I was in a FRENZY OF SONIC THE HEDGEHOG-RIPPING. (In case you can't tell, all the graphics are ripped directly from the Sky Fortress zone of Sonic 2.)
I have mixed feelings about how this turned out. I like how it looks... but if you've ever made something like this, you realize that it can be a pain to get polygons to line up with their intended scenery. That's why this is "draft 1;" I still plan to go back and try and fix it up a bit. There are a couple of places where the polygons show through quite noticably (especially in screenshot 1... man wtf). There are even some spots where the polygons are too far below the scenery. Oh well: it's very hard to fix that now that the foreground scenery is in place, but I'll work at it.
Also, I had a pretty vague idea of what kind of actual MAP I wanted to make when I started this. I had a general outline sketch in my mind, but I don't know if it really worked out right. I can't playtest this map at all, since I can't play Soldat online, and it would be nearly impossible to get bots to behave correctly on this map (I still plan on trying to waypoint it later... soldat bots are my only friends now ;_;) so I need all of you folks to play it and give me feedback. Right now, it feels to me like a ctf_dropdown/death/voland hybrid.
Things I'm thinking of changing:
- Changing or adding to the paths which allow access between the middle and lower routes.
- Maybe seperating the bases farther and making it less vertical. There seems like a bunch of boring empty space in the middle.
- Toying with the jetboot amounts. Right now there's just enough jet (if you're good enough) to fly from one side on the bottom to the other side without stopping to refuel. Having a minigun would be a big advantage on this map.
Anyways, judge for yourselves how the map plays. It was an experiment as much as anything, and I'm interested in the results. Now play it you fools!
More screens:
[IMAGE]
[IMAGE]
[IMAGE]
And finally, here is your link:
http://mods.whahay.net/Belross/ctf_skyfort.rar