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| | #1 (permalink) |
| Corporal | I started this map last week. There are intended to be 20 traps of medium difficulty, and some of which have not yet been seen before in deathrun. The map will be playable for 62 CTs and 2 Ts. I would estimate that the map is about two-thirds complete as there is a lot of work still to be done on it. Map title is subject to change. Any trap ideas or aesthetic criticisms are welcomed. Note: In the third picture you may notice two hanging platforms, those are the two terrorist spawns. You may also notice some "black" areas in the distance. At the moment I'm unsure of how to remove them but they certainly aren't meant to be there, and won't remain there when the map is released. mapjunkies.com |
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| | #6 (permalink) | |
| w stolen avatar Xbox Live: 521st Join Date: 23rd July 2007 Location: 來世
Posts: 4,191
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Yes, i3d can provide a testserver.
__________________ Anyone know where I can find myself a new soul? | |
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| | #7 (permalink) | |
| i3D.net Gameserver admin Join Date: 1st June 2008 Location: Nederland - Drenthe
Posts: 251
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maybe a crash trap, that a car comes out of the wall (out of a tunnel) and crashes against a concrete block, Ofc the cts can die if they get killed between the car and the block. After a few seconds the car goes back and the trap resets in 15 seconds And a question: Does the map have a timelimit? and anti afk? | |
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| | #8 (permalink) |
| Corporal | Thanks for the idea, I will see if I can implement it depending on the limitations of the architecture. I will be adding a timelimit, most likely around 5-minutes is optimal from what i've experienced in deathrun unless anyone thinks otherwise? Anti-afk will surely be implemented. I have around 6 traps left to build and then the traps will all be complete (and ready for testing), then it's on to the rewards for cts completing the map. |
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| | #10 (permalink) |
| Corporal | Thanks for the info Roy, I'll make those additions. The map is currently progressing very slowly because my computer is currently being repaired, I'm not entirely sure how long the repairs will take, but hopefully I can get new screenshots to you when it's fixed. Thanks for the input from everyone and if you have any trap ideas do let me know and I'll do my best to include them (ideas will be credited).
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| | #11 (permalink) |
| Let's start a.. Join Date: 27th April 2008 Location: France
Posts: 344
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | If you want to be original please let a chance to the CT All the new maps for the moment are almost impossible ![]() So I just suggest 1 trap but I'm not sure it's a nice solution because it's only my opinion : A "big box" on the circuit, terrorist can't see what is passing on, and only the central part kill if a CT is on, but they can hide themselves too behing the wall, making believe the T they are going on. (Ok my english is so bad everybody you need a picture? )====[_____/--------\_____]==== In blue it's the circuit where there is no trap, T can see what's happen !! In black it's the beginning and the endind of the box!! In green it's a blind part for the T, CT can hide behind the wall! No trap on those part. In red it's always a blind part for the T, but if a T think some CTs are trying to pass and press the button, doors are blocking the CT and they die! (If you didn't understand I'm sorry )
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| | #15 (permalink) |
| Corporal | Two traps left.
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| | #18 (permalink) |
| i3D.net Gameserver admin | Looks very nice, I definitely want to test/play it
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| | #19 (permalink) |
| Corporal | There are 18 traps in total, that includes the two traps I need to make. I'd say at least 15 of those traps are completely original traps not seen before in deathrun.
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| | #20 (permalink) | |
| mapper-inventor Join Date: 28th June 2008
Posts: 44
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| | #21 (permalink) | |
| Corporal | Quote:
I'm finishing off surf_adverse before I carry on with this map, but it's not far from completion.
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| | #23 (permalink) |
| Corporal | Yeah surf_adverse should be good for pretty much any mod I think, including dm and rpg etc.
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