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James 3run
Joined: 19 May 2003 Posts: 3756
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Posted: Thu Feb 17, 2005 7:49 pm Post subject: de_shipdocks | Improving from fy_shipdocks |
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If you've played the betas of shipdocks then you'll understand this. Basically I think it should be like shipdocks, but there is an underground area with a lift going into it, and you can also go round some of the hills and to the warehouse. _________________
Last edited by James on Wed Apr 20, 2005 4:02 pm; edited 2 times in total |
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Michaelz Level 8: The Take-Down
Joined: 10 Jun 2003 Posts: 764 Location: UK: In the loo having a poo
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Posted: Thu Feb 17, 2005 8:04 pm Post subject: |
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I don't think thats a good idea because it'll jus make it too complicated and too big which may takes ages to end a game. _________________ Screw you suckers!!!! |
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James 3run
Joined: 19 May 2003 Posts: 3756
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Posted: Thu Feb 17, 2005 8:07 pm Post subject: |
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Well most de_ maps are big. _________________
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Michaelz Level 8: The Take-Down
Joined: 10 Jun 2003 Posts: 764 Location: UK: In the loo having a poo
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Posted: Thu Feb 17, 2005 8:11 pm Post subject: |
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well your map is kinda big as it has the entire sea thingy but...i dunno its up to u really... _________________ Screw you suckers!!!! |
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James 3run
Joined: 19 May 2003 Posts: 3756
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Posted: Thu Feb 17, 2005 8:13 pm Post subject: |
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Noo, people won't be able to go into the sea. It will be the area you can already go into, maybe slightly extended, undergound passages and some of the hills in the background. The sea would be too much. _________________
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darkmonkey Level 7: Broken Free
Joined: 14 Dec 2004 Posts: 367 Location: London, UK
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Posted: Thu Feb 17, 2005 9:20 pm Post subject: Re: Improving from fy_shipdocks |
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James wrote: | Basically I think it should be like shipdocks, but there is an underground area with a lift going into it, and you can also go round some of the hills and to the warehouse. |
My idea >_<
Anyway, yes. That's what I think. Also, make the lighting better in the warehouse bit, as the CTs (You, mainly) camp there and shoot people, and it's hard to see them. _________________ aiii |
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James 3run
Joined: 19 May 2003 Posts: 3756
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Posted: Thu Feb 17, 2005 9:21 pm Post subject: |
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I went there once and was trying to show off the dynamic lighting by shooting the lights but no one was looking . That can be where the tunnel to underground is. _________________
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darkmonkey Level 7: Broken Free
Joined: 14 Dec 2004 Posts: 367 Location: London, UK
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Posted: Fri Feb 18, 2005 9:29 am Post subject: |
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Ok, cool.
Another idea..have the T places split up..so there are half the T's at point X, then the other half underground at Y. Do the same for the CTs _________________ aiii |
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Michaelz Level 8: The Take-Down
Joined: 10 Jun 2003 Posts: 764 Location: UK: In the loo having a poo
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Posted: Fri Feb 18, 2005 10:06 am Post subject: |
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James wrote: | Noo, people won't be able to go into the sea. It will be the area you can already go into, maybe slightly extended, undergound passages and some of the hills in the background. The sea would be too much. |
Shoulda told em earlier, fine ok but are u going to put an invisible wall to prevent u from going into the sea? _________________ Screw you suckers!!!! |
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James 3run
Joined: 19 May 2003 Posts: 3756
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Posted: Fri Feb 18, 2005 2:06 pm Post subject: |
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Maybe, or I might let them go into a little part of the sea, with a barrier of rocks or something to stop people from going out too far. _________________
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thamkeng Level 6: The Experiment
Joined: 03 Oct 2004 Posts: 128
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Posted: Fri Feb 18, 2005 2:08 pm Post subject: |
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I still think you should be able to go onto the boats.... And have you changed that damn buyzone yet? _________________ The post above is not, and i repeat NOT necceserily the thoughts or beliefs of the person who posted it.
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James 3run
Joined: 19 May 2003 Posts: 3756
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Posted: Fri Feb 18, 2005 2:09 pm Post subject: |
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Yeah you will still be able to go on the boats. And the buyzone was just a small bug - that's been fixed _________________
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darkmonkey Level 7: Broken Free
Joined: 14 Dec 2004 Posts: 367 Location: London, UK
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Posted: Fri Feb 18, 2005 2:45 pm Post subject: |
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w00teh. The worst thing is having invisible boundries..such as in compound_finished, and b1+b2 of shipdocks. It just looks poor. _________________ aiii |
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Pacific Level 8: The Take-Down
Joined: 22 Sep 2004 Posts: 715
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Posted: Sat Feb 19, 2005 9:09 am Post subject: |
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yeah goin on the boots is a good idea, undergroundand hills are not , they will make it to big. |
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James 3run
Joined: 19 May 2003 Posts: 3756
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Posted: Sat Feb 19, 2005 10:31 am Post subject: |
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It won''t make it too big. Maps like aztec, dust and office are huge cmpared to shipdocks. At the moment you can already go to the ships, and you can get from the CT spawn to the T spawn in about 7 seconds. It definetly needs to be bigger to work as a proper de_ map. _________________
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