DSettahr
10-18-2003, 12:36 AM
Some of you might remember my last map, dod_metz... they still play it in BfE, but unfortunately I lost the rmf file in a reformat, and had to start over with a new map... so I bring you dod_regensturm.
The map is set in a maze of warehouses and factories, during a thunderstorm (hence the name, regensturm is german for rainstorm). The whole area has suffered extensive bomb damage, so within the buildings, some passages are blocked, and some openings have been blown in walls providing new routes. The map is very non-linear, different routes will have to be taken to cap flags, in some cases players will have to backtrack a bit after capping a flag to get to the next flag.
The map is also littered with TNT objectives, 10 total so far, that open up new routes. I'm thinking of only placing 3 or 4 tnt satchels in each spawn, so that not every target can be blown each round, which will hopefully make the map play a little bit differently each time.
There are 6 flags, and each are 2 man captures. I'm hoping to place an emphasis on teamwork for this map, the flags may be difficult to cap but they are for the most part placed very close to each other. Comments on this aspect would be appreciated, do you think this will make the map play well or not?
r_speeds average around 300-500, and top out at 700 in only one spot, so I have a bit of room for improvement as I continue to work on the map and add more detail. The general layout is 100% done however, and the map is pretty much playable now, so hopefully I'll have a download of dod_regensturm_b1 within a few days. Just have to do a few final things, clip some models, get some func_walls and illusionaries working properly, etc.
Now the part you've all been waiting for: THE PICS (http://www.massassi.net/ec/view.php3?user_id=1536&type=i&DateToView=10/18/2003)
Feedback would be greatly appreciated, especially on whether the map is too dark or not.
The map is set in a maze of warehouses and factories, during a thunderstorm (hence the name, regensturm is german for rainstorm). The whole area has suffered extensive bomb damage, so within the buildings, some passages are blocked, and some openings have been blown in walls providing new routes. The map is very non-linear, different routes will have to be taken to cap flags, in some cases players will have to backtrack a bit after capping a flag to get to the next flag.
The map is also littered with TNT objectives, 10 total so far, that open up new routes. I'm thinking of only placing 3 or 4 tnt satchels in each spawn, so that not every target can be blown each round, which will hopefully make the map play a little bit differently each time.
There are 6 flags, and each are 2 man captures. I'm hoping to place an emphasis on teamwork for this map, the flags may be difficult to cap but they are for the most part placed very close to each other. Comments on this aspect would be appreciated, do you think this will make the map play well or not?
r_speeds average around 300-500, and top out at 700 in only one spot, so I have a bit of room for improvement as I continue to work on the map and add more detail. The general layout is 100% done however, and the map is pretty much playable now, so hopefully I'll have a download of dod_regensturm_b1 within a few days. Just have to do a few final things, clip some models, get some func_walls and illusionaries working properly, etc.
Now the part you've all been waiting for: THE PICS (http://www.massassi.net/ec/view.php3?user_id=1536&type=i&DateToView=10/18/2003)
Feedback would be greatly appreciated, especially on whether the map is too dark or not.