
Sharp1337X
Joined: Jun 22, 2009
My pistol, Pwn you, it will
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Posted: Dec 4, 2009 10:24 AM
Msg. 1 of 15
What started as a 20 min joke, turned out into my primary project, On The Edge. The point of this map is pretty simple, easy to fall off. This is great for elimination game types, which is of course, recommend. it's 95% done now. :D (Due textures) Hope you like it, Critism welcome :) DL LINK FOR BETA! : http://www.mediafire.com/?lhozg0zjzmnEdited by Sharp1337X on Dec 6, 2009 at 12:07 PMI JUST BETA TESTED WITH TWO PEOPLE! I TELL YOU! IT'S AWESOME EPIC SAUCE! Edited by Sharp1337X on Dec 6, 2009 at 05:21 PM
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gruntfromhalo
Joined: Nov 21, 2007
actual loli
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Posted: Dec 4, 2009 10:53 AM
Msg. 2 of 15
It requires more than 20 minutes of work.
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Sharp1337X
Joined: Jun 22, 2009
My pistol, Pwn you, it will
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Posted: Dec 4, 2009 10:59 AM
Msg. 3 of 15
Yup, Indeed xD It's a really early wip..
It are just some extrusions and cuts now.. -_-
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Buggy Virus
Joined: Aug 11, 2009
Tastes like happiness
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Posted: Dec 4, 2009 02:00 PM
Msg. 4 of 15
Will there be a ground floor?
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Sharp1337X
Joined: Jun 22, 2009
My pistol, Pwn you, it will
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Posted: Dec 4, 2009 05:46 PM
Msg. 5 of 15
nope.. else you can't die by falling xD
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PX173
Joined: Aug 22, 2009
It was worth it.
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Posted: Dec 4, 2009 07:27 PM
Msg. 6 of 15
Wait, if it's CQB, then why is there a sniper rifle? Great map though, I'd like to know what theme it would be(e.g. forest, desert, Covenant, etc.)
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Scott
Joined: Apr 4, 2005
No.
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Posted: Dec 4, 2009 08:01 PM
Msg. 7 of 15
I like it.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Dec 4, 2009 08:05 PM
Msg. 8 of 15
I'm a little confused as to what the scale of the map actually is. Try to render it with a MC reference model. You can make a box with a width of 30, length of 20, and height of 70, so we can get a feel of how big it is.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Dec 4, 2009 08:15 PM
Msg. 9 of 15
I like it.
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Sharp1337X
Joined: Jun 22, 2009
My pistol, Pwn you, it will
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Posted: Dec 5, 2009 06:24 AM
Msg. 10 of 15
@Uneven: well, if you look at the walkway, (the one coming from the door) the width of the chief is almost the same as the walkway ;) and you can walk for 3 sec on it.. :D
@PX173: Forerunner like, but It needs much work, but it will have the shape and geometry like Forerunner ;) (Sniper is there to shoot from bases ;) )
Thanks for all the good crits!
UPDATED! LOOK AT FIRST POST! Edited by Sharp1337X on Dec 5, 2009 at 09:04 AM
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sleepy1212
Joined: Feb 4, 2009
sunnier than you www.quantumfusionclan.com
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Posted: Dec 5, 2009 01:19 PM
Msg. 11 of 15
i like the "on the edge" idea but not so much the way you did it....at least not atm.
couple things,
teleporter placement is not good. for one you don't need to use the tele to get to the snipers because you can jump over it and then down the platform where the rifles are. but then, when you tele out its confusing because you're almost right on top of the first teleporter. i suggest moving them to the back of the 'bases'...maybe in the nook.
the big structures hanging off the side of the map aren't really visible unless you jump onto the wedge thing between the teles. maybe you could move them or reorganize some of the architecture so that it makes more sense.
the "wedge" area seems to be the most likely traffic spot, i think you should make another path around/between these. otherwise players will run around the 'track' a couple times, get bored, and leave. i would.
make the skybox deeper and increase falling distance that way falling to your death is more dramatic :p
no snipers.
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Buggy Virus
Joined: Aug 11, 2009
Tastes like happiness
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Posted: Dec 5, 2009 01:23 PM
Msg. 12 of 15
Quote: --- Original message by: Sharp1337X nope.. else you can't die by falling xD Hmm... this will be interesting...
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Sharp1337X
Joined: Jun 22, 2009
My pistol, Pwn you, it will
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Posted: Dec 5, 2009 06:20 PM
Msg. 13 of 15
Quote: --- Original message by: sleepy1212 i like the "on the edge" idea but not so much the way you did it....at least not atm.
couple things,
teleporter placement is not good. for one you don't need to use the tele to get to the snipers because you can jump over it and then down the platform where the rifles are. but then, when you tele out its confusing because you're almost right on top of the first teleporter. i suggest moving them to the back of the 'bases'...maybe in the nook.
the big structures hanging off the side of the map aren't really visible unless you jump onto the wedge thing between the teles. maybe you could move them or reorganize some of the architecture so that it makes more sense.
the "wedge" area seems to be the most likely traffic spot, i think you should make another path around/between these. otherwise players will run around the 'track' a couple times, get bored, and leave. i would.
make the skybox deeper and increase falling distance that way falling to your death is more dramatic :p
no snipers. Thanks for the crits ;) Btw, I did some really awesome tricks on my map, like nade jumping to places like from shotgun spawn to pistol spawn.. :D Oh, btw, added a death barrier too, since I know a way to get down :D EDIT: I'm re-making it anway! with the same principal! but just, more forerunner like ;) Edited by Sharp1337X on Dec 5, 2009 at 06:22 PMUPDATE OF THE REMAKE! LOOK AT FIRST POST!Edited by Sharp1337X on Dec 5, 2009 at 07:05 PM
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pakar45
Joined: Sep 21, 2008
Hi
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Posted: Dec 5, 2009 07:14 PM
Msg. 14 of 15
I'm about to test it! Can't wait to see it completed! Like it, good modeling skills too. Edited by pakar45 on Dec 5, 2009 at 07:16 PM
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Sharp1337X
Joined: Jun 22, 2009
My pistol, Pwn you, it will
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Posted: Dec 5, 2009 07:21 PM
Msg. 15 of 15
Quote: --- Original message by: pakar45
I'm about to test it! Can't wait to see it completed! Like it, good modeling skills too. Edited by pakar45 on Dec 5, 2009 at 07:16 PM Awesome, Stay Tuned, making the base now :) EDIT: ITS DONE! LOOK AT FIRST POST FOR BETA DOWNLOAD WITHOUT TEXTURES!Edited by Sharp1337X on Dec 5, 2009 at 07:43 PMEdited by Sharp1337X on Dec 6, 2009 at 12:03 PM
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