rabbit-- • PM |
May 26, 2011 9:56 AM
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rabbit
![]() Posts: 110 |
do you have any ideas for the castle map?
let me know, so I can think about them. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
therealgrandpa • PM |
Jun 18, 2011 2:51 PM
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GrandPa
![]() Posts: 58 |
some thoughts
1. Some cover down the two sides so blue can move from Cover to cover when trying to get to the far end of the map 2. Some way Blue can get into the castle from the "long Tunnel" .. Its a good alternative out via the well .. Hows about a doorway into the dungeon area ? 3. Looks like your thinking about something to do with the "middle water" (under the main entrance between the two small bridges) as jumping in TP's you into the dungeons, but you "lava die" ?? 4. Whats the plan for the wooden ledges to the side of the tower on the outside wall ?? 5. Make the climb on the opposite side to the "short water tunnel" easier to use ![]() ![]() 6. Whats your plans for the Catapults ? |
rabbit-- • PM |
Jun 18, 2011 4:03 PM
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rabbit
![]() Posts: 110 |
1. What do you think as cover? so high mountains?
2. hmm I could make it, but it would be pretty unfair for red, because blue can suddenly run into the middle of their spawn area, catch the flag and run away. If I made that blue would need an advance, too. 3. I thought, that I could make a trap, wich can be activitated by a red guy standing on the higher side of the bridge. It will let a "door" fall down and if a blue guy comes up, then he'll fall down into the dungeon. When you're in the dungeon a guy who is out the cell can active a button wich opens the door for a short delay (about 2 seconds something), so the blue can exit. And the lava sound while dying is just because I'm a beginner in mapping and didn't know the key to turn it off ![]() 4. It's a secret, and it's ready ![]() ![]() 5. If it's the first jump which stops you then I'll make a second ledge to climb up into the hole. I think the other one is easy, isn't it? 6. They were first in castle3_beta1 and actived, but they were a pretty unfair advance for the blues, so it made the stats look like 50:20. so I deleted them in castle3_beta2 again in castle3_beta3 I made no changes with them, but I think in castle3_beta4 I could let one of the blues target to the smaller bridge in the south and the other maybe over the castle gate. By using them both you shouldn't lemm, but maybe hurt a bit ![]() What you think about this? ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
therealgrandpa • PM |
Jun 19, 2011 5:15 PM
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GrandPa
![]() Posts: 58 |
rabbit-- wrote: No . was thinking stuff found at a castle siege such as low walls, barrels and crates etc .. stuff you'd have to move carefully between to stay under cover rabbit-- wrote: Ok Good point rabbit-- wrote: great Idea ![]() rabbit-- wrote: was wondering if I was the only one who spotted them ![]() rabbit-- wrote: Cant do first jump so never tried the rest .. I'm a terrible wall jumper so dont worry too much .. I learnt how to climb the back wall today .. only took 8 weeks or so ![]() rabbit-- wrote: Give it a go .. its a beta so lots to try |
bambooze • PM |
Jul 13, 2011 1:01 PM
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Non-member
![]() Posts: 2 |
I'd go for optimizations of some kind, if eligible. ut4_superman runs smoother for me.
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rabbit-- • PM |
Jul 14, 2011 8:24 AM
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rabbit
![]() Posts: 110 |
Sorry bambooze, at the moment I have really no time for mapping. new server etc... but in 3 weeks I'll have hoidays and more time for the map.
btw I really cannot mess with wily duck ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |