| Comments |
|---|
!!Frit!!Viandel USER: VIANDEL
Rampage | Posted: Mon May 27, 2013 at 23:14 | |
| | Introduction to BT |
|
 |
p-a-w-e-l USER: P-A-W-E-L
Godlike! | Posted: Sun Mar 20, 2011 at 13:23 | |
| Great map!! Too bad it's too short though  |
|
 |
RoelerCoaster USER: MMI
i4Games Trustee | Posted: Sat Feb 12, 2011 at 14:47 | |
| | NOW it's fixed (oops) |
|
 |
| CTF-BT-(Roel)Energized-v2 > CTF-BT-(Roel)Energized-v3 |
 |
RoelerCoaster USER: MMI
i4Games Trustee | Posted: Fri Feb 11, 2011 at 23:13 | |
| Fixed the very rare occation that you get locked out on the spinner room. This only happend when the last target was hit at the exact same time the sequence timed out. It was kinda hard to make tha happen, but it apparently did. (ty Safe)
Also fixed the unaligned texture. |
|
 |
| CTF-BT-(Roel)Energized > CTF-BT-(Roel)Energized-v2 |
 |
RoelerCoaster USER: MMI
i4Games Trustee | Posted: Thu Feb 10, 2011 at 15:20 | |
| | So if I get it right, both blocker at the entrance remain closed? I'll have a look at it. |
|
 |
SAFeSTeR USER: SAFECRACKER
Godlike! | Posted: Thu Feb 10, 2011 at 00:05 | |
| Found a bug.
The Furry Mover room (Spinner room) sometimes locks you out when a player fails it and is unable to finish the sequence, not exactly sure where or how, but the door doesn't open. This happened on red side BOTH doors. |
|
 |
Sypher}GDI{ USER: URBS
Player | Posted: Sat Feb 05, 2011 at 23:52 | |
| I completely understand. I appreciate that you took the comments the right way. I do feel you intention was dead on as far as an easier map newer players could not die on. Don't you hate deadlines!!
There could always be a v2!!  |
|
 |
RoelerCoaster USER: MMI
i4Games Trustee | Posted: Sat Feb 05, 2011 at 07:25 | |
| Just to let you all know, this map was made for an easy-quality competition @ bt-match. The main aim of this competition was to create a map for people that just started BT, and that has, what people would consider, high quality detailwise, since nowadays, maps that are considered high quality are often quite hard. I made a map for this compo because I thought this basic idea was very good, it was not really because it was a competition. This might clarify the reason some obstacles might be very easy or straightforward and that you cannot really die, it's all because the targeted audience are the newcomers to BT.
@Syphy: Thanks for your comment, I appreciate it. I do understand your point about the outside area, I could have impemented something more there but I was kinda afraid it would be come too complex (I had various ideas with kickers or liftjump already), plus there was a deadline for this map and I was a little short in time. |
|
 |
Sypher}GDI{ USER: URBS
Player | Posted: Sat Feb 05, 2011 at 05:12 | |
| I normally do not comment on maps as most are not worth the time. So please take the constructive criticism that follows as a compliment that I think your mapping skills are worth the time to comment on.
I must agree with several posts above that the time spent on the theme and detail shows. I like the feel of the map, and little things like the panning textures behind some of the beams and the way you integrated the detail into the obstacles. Well done.
Likes:
*Theme - well thought out and uniform
*Flow - the map flows very well, although having no real places to die can cause some logjams at places like the rotating room
*Spinner Room - Great idea here. I think this is the best room in the map, other than the above mentioned flow issues.
*Flag Room - I like the idea behind the flag room for the most part (see below for more)
Dislikes:
*Too much running. I know making maps easier is somewhat challenging, but there is too much "dead space" in the map. For example, IMO you wasted a fantastic opportunity to add something to the outside helicopter landing area. It seems a large amount of time was spent on that room and there is almost nothing to it obstacle-wise. I consider this to be a HUGE waste of potential.
*Flag Room - As stated above, I love the idea behind hiding the flag and having it blast open. But simply hitting floor buttons seemed way too simplistic when you could have very easily added something like a ramp on each side wall with a button up above.
*First long hallway.
*Button sequence - As Safe mentioned identical to EvilTwin. I was expecting more with this Random setup. So many possibilities!!
Again, I almost never comment on maps, so I think you have some excellent potential worth commenting on. I told someone on a server yesterday, "I wish I could make a map with someone who could add detail and theme like this, because most of my ideas I don't know how to implement." If you avoid the "dead space" in the future you could make some unbelievable maps. Message me sometime and I would be more than happy to throw some ideas at you as you are building maps.
Overall, excellent job and keep up the good work. |
|
 |
jvnkie USER: JVNKIE
i4Games Trustee | Posted: Tue Feb 01, 2011 at 22:28 | |
| I love it bro and think you're becoming one hell of a mapper! (Great job on two castles also ) |
|
 |
Mave USER: MAVE
Player | Posted: Mon Jan 31, 2011 at 23:18 | |
| | Like. |
|
 |
SAFeSTeR USER: SAFECRACKER
Godlike! | Posted: Mon Jan 31, 2011 at 20:25 | |
| It doesn't bother me that you used my idea from EvilTwin, it shows me that I must be doing something right and that it must be a decent obstacle or mapping technique  |
|
 |
OwYeaW USER: OWYEAW
Dominating | Posted: Mon Jan 31, 2011 at 13:01 | |
| very good looking map roel!
obstacles could be more difficult but fok that, its nice dude!  |
|
 |
RoelerCoaster USER: MMI
i4Games Trustee | Posted: Sun Jan 30, 2011 at 22:31 | |
| Well, that's pretty funny. I didn't think of airlok at all when I made this map, so its quite weird something airlokísh turned out. IF there would be a map that inspired me for this map it would be DOM-FoT-Xyphob, which is the map I first saw the textures in and I wanted to make a map with those textures. And yes, I used the idea of those random targets form Eviltwin, that's true, but I wanted some sort of password-system and when I saw that map I though it was the exacty the thing I needed.
But believe me, I didn't copy anything fron another map, everything is made from scratch and I had lot's of fun creating it and I think that is what matters. |
|
 |
Raylen USER: RAYLEN
Rampage | Posted: Sun Jan 30, 2011 at 21:19 | |
| It looks superb Roel. In case you didn't notice, one of the roof trims is unaligned in the spawn room, on both sides. I must agree though - the layout of the spawn room and first bit looks a LOT like Airlok. I know the textures are mostly different, but the layout is almost identical.
Anyways, it looks really good, and is quite fun to play. Thanks very much! |
|
 |
}ElitE{HellFire` USER: FREESTYLE
Player | Posted: Sun Jan 30, 2011 at 20:56 | |
| Very nice map, looks good and great to rush!
R2 cus of the furry mover  |
|
 |
niseimono USER: NISEIMONO
Spectator | Posted: Sun Jan 30, 2011 at 19:45 | |
| Nice looking map. Only downside for me its very low difficulty. |
|
 |
RoelerCoaster USER: MMI
i4Games Trustee | Posted: Sun Jan 30, 2011 at 16:22 | |
| Well I made two furrymover rooms because of the reason you mention, The indicator light shows whether someone is using the room (but if there are two people busy your unlucky indeed...)
I personally don't really see where it looks like airlok, it also was never my intention, but thanks anyway. |
|
 |
| [ Page 1 ] [ Page 2 ] |