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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Hot Rocks
Since my last map was a kludge I put together, I decided to try and do it right this time. Hot Rocks is what I made. It's got a nice pit underneath the entire map, somewhat volcanic looking rock texture, and a bridge. How now, brown cow? Edit: Removed emitters, replaced gold pockets with the usual gold stuff. Some other changes. Pix: DL: Attachment: HotRocks_v1.1.rte.rar
Last edited by Duh102 on Sun Apr 06, 2008 12:18 pm, edited 1 time in total.
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Sun Mar 30, 2008 3:03 pm |
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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: Hot Rocks
Look good... The textures don't fit so well, but good, I'll try
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Sun Mar 30, 2008 3:05 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: Hot Rocks
It looks alright.
But I still hate the gold lumps. They aren't meant to be so close together.
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Sun Mar 30, 2008 3:24 pm |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: Hot Rocks
I'll DL when an official explanation is given as to what the emitters do/where they are on the map.
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Tue Apr 01, 2008 10:13 pm |
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Kigali
Joined: Mon Feb 18, 2008 12:51 am Posts: 105 Location: A ninja never reveals their location...
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Re: Hot Rocks
Interesting map, Dled cause I DL everything that isn't total crap. Plays kinda odd though, AI walks off map a lot, and emitters are in odd places.
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Tue Apr 01, 2008 10:48 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Hot Rocks
I like this map, would work better with no X-wrapping although so it would feel like a 2 player fort map.
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Wed Apr 02, 2008 1:04 am |
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Perpetual-303
Joined: Sat Mar 22, 2008 4:07 pm Posts: 17 Location: Mega Primus
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Re: Hot Rocks
I don't know if it's possible or not, but perhaps you could make the bridge out of gibs that are attached end-to-end? (Even if it won't hold much, it'd be different.) Just an idea. I liked the theme. It gave me a different feel and design standard when making my bunker, despite the bad combination of textures. I liked the way you clumped the gold up, but you should have thrown around a random piece or two so it didn't feel rigged. Making the bridge thin complicated things in a somewhat annoying way, and you could have made the ceiling higher up so I had a little warning before a drop ship melts/splatters/splatters a lot/splatters me all over the top. However I think the map overall was well built, and that the pit made things a little more dangerous and risky when going up close and personal. I give this scene an 7.8 out of 10. Not bad.
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Wed Apr 02, 2008 1:24 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Hot Rocks
The emitters: I didn't really know what to do with them, but if I didn't have them it would be just another lump of terrain pasted over an unexciting background with a custom bunkermodule bridge. If they bother you that much I can take them out.
X wrapping: I liked it better without too, but the AI hardly ever landed correctly. Something like 5/7 drops either never arrived or fell off because they tried to land too close to the edge.
Survey time: Keep the gold or slash it in favor of normal style?
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Wed Apr 02, 2008 11:11 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Hot Rocks
Duh102 wrote: The emitters: I didn't really know what to do with them, but if I didn't have them it would be just another lump of terrain pasted over an unexciting background with a custom bunkermodule bridge. If they bother you that much I can take them out.
X wrapping: I liked it better without too, but the AI hardly ever landed correctly. Something like 5/7 drops either never arrived or fell off because they tried to land too close to the edge.
Survey time: Keep the gold or slash it in favor of normal style? I see what you mean on the X-wrapping part. I guess thats what happened to all those poor AI crafts that dissappeared mysteriously on my own map too. As for the gold, while those pockets make it more tactical, i'd still go with the old style gold.
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Wed Apr 02, 2008 12:45 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Hot Rocks
Blarg, update. Got rid of the emitters, replaced gold scheme with stock, made the ceiling a little higher, made the bridge a tad thicker. DL in first post.
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Sun Apr 06, 2008 12:14 pm |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: Hot Rocks
Could you make the pit a little deeper please ?_?
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Tue Apr 08, 2008 10:18 pm |
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Perpetual-303
Joined: Sat Mar 22, 2008 4:07 pm Posts: 17 Location: Mega Primus
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Re: Hot Rocks
Hooray for the update! This map is now one of my favorites.
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Fri Apr 11, 2008 4:17 am |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: Hot Rocks
Update ?_?
Ohh yeah you havnt been here for a lil' while =3
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Fri Apr 11, 2008 12:30 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Hot Rocks
you see how the terrain texture is... a bit obvious, remove the red rocks, but make them (and more) a terrain debris.
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Tue Apr 15, 2008 12:32 am |
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konoshi
Joined: Thu Apr 17, 2008 4:02 am Posts: 12 Location: A city of loss and destruction.
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Re: Hot Rocks
I liked it. Build in some major huge base and let the air drops die...
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Fri May 23, 2008 2:36 am |
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