Second Sniper Map [MP]

Multiplayer Maps here.

Second Sniper Map [MP]

Postby thepop178 » 6 March 2017, 14:00

New map by thepop178.

- Red/Blue Team, 150 HP
- Sniper Rifle, Defibrillator
- Size: Medium
- Modes: DM, TDM, COOP

http://www.plazmaburst2.com/?s=9&a=&m=t ... &id=772063
Last edited by thepop178 on 9 March 2017, 00:30, edited 1 time in total.
User avatar
thepop178
Cyber Grub [25]
 
Posts: 39
Joined: 17 April 2016, 11:22

Re: Junction3 [MP]

Postby thinhvippro9 » 6 March 2017, 16:00

ok
this map look pretty good,I like it :)
It's me :D KJ thinhvippro9
Spoiler: Show More
User avatar
thinhvippro9
Usurpation Soldier [50]
 
Posts: 78
Joined: 19 February 2014, 13:31

Re: Junction3 [MP]

Postby Krutz » 7 March 2017, 03:48

explain your reasoning behind all the cs-bngs

also, did you add a shadowmap modifier?

Krutz
Advanced Usurpation Soldier [150]
 
Posts: 166
Joined: 20 October 2013, 16:52

Re: Junction3 [MP]

Postby thepop178 » 7 March 2017, 14:56

Krutz wrote:explain your reasoning behind all the cs-bngs

also, did you add a shadowmap modifier?

I had no idea what i would add. So, i decided to make hazard area.
User avatar
thepop178
Cyber Grub [25]
 
Posts: 39
Joined: 17 April 2016, 11:22

Re: Junction3 [MP]

Postby Krutz » 7 March 2017, 22:22

a "hazard area"? i dont think that cs-bng's dont add much interesting gameplay to multiplayer matches the way the weapon functions currently, especially if the map has 20 of them

if youre going to keep the cs-bng's, i recommend that you up the hp to 300 at least

i say just remove the cs-bngs; they confused me since they were random and if you simply put them there because "you didnt know what to do," you might as well just not bother

you didnt answer my second question; the lighting seems affected by either high power lamps or some sort of shadowmap engine mark that you have and it doesnt look that good to me

also, the automatic door moves extremely slowly for how wide its triggering region is (which is like 4 pixels from the door? its extremely short)

the map and the gameplay it would seem to provide in general doesnt impress me, but its clear that you know how to make a map if theres anything upbringing that i can say

Krutz
Advanced Usurpation Soldier [150]
 
Posts: 166
Joined: 20 October 2013, 16:52

Re: Junction3 [MP]

Postby thepop178 » 8 March 2017, 12:55

Krutz wrote:a "hazard area"? i dont think that cs-bng's dont add much interesting gameplay to multiplayer matches the way the weapon functions currently, especially if the map has 20 of them

if youre going to keep the cs-bng's, i recommend that you up the hp to 300 at least

i say just remove the cs-bngs; they confused me since they were random and if you simply put them there because "you didnt know what to do," you might as well just not bother

you didnt answer my second question; the lighting seems affected by either high power lamps or some sort of shadowmap engine mark that you have and it doesnt look that good to me

also, the automatic door moves extremely slowly for how wide its triggering region is (which is like 4 pixels from the door? its extremely short)

the map and the gameplay it would seem to provide in general doesnt impress me, but its clear that you know how to make a map if theres anything upbringing that i can say

Oke. HP is solved... movable speed either, i used shadowmap size cause of black shadows in the corner, i wanted to make it sharpy and with SMZ it looks way much better. (12) BNGs, i wanted to make "hazard area" as i said and that's it, No one helps me with my maps, i got only one friend which tests my map. So if you have more suggestions what i would do, PM me please :)
User avatar
thepop178
Cyber Grub [25]
 
Posts: 39
Joined: 17 April 2016, 11:22

Re: Second Sniper Map [MP]

Postby thepop178 » 9 March 2017, 00:32

Map was changed from Junction 3 to Sniper (2)
User avatar
thepop178
Cyber Grub [25]
 
Posts: 39
Joined: 17 April 2016, 11:22


Return to Multiplayer Maps

Who is online

Users browsing this forum: No registered users