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Red Eclipse • View topic - [MAP] Skyjump
Page 1 of 1

[MAP] Skyjump

PostPosted: 25 Jun 2016 14:08
by GeneralKarnage
This is a small, floating team deathmatch/CTF/bomber-ball map. It was inspired by a map from the game "Xonotic".

Also, how do I disable the HUD in a screenshot?

Re: [MAP] Skyjump

PostPosted: 25 Jun 2016 14:40
by shacknetisp
Use /showhud 0 to disable it and /showhud 1 to re-enable it.

Re: [MAP] Skyjump

PostPosted: 25 Jun 2016 15:21
by FaTony
And /firstpersonblend 0 to disable the rendering of your weapon.

Re: [MAP] Skyjump

PostPosted: 25 Jun 2016 20:42
by bonifarz
Looks like fun, but I guess with those strong pushers and that open layout, you can move flags and bombs very, very quickly from one base to another. On the other hand, this is also the case up to some extend in ghost, and that map is very popular...

Some env/cloud layers may be a suitable addition.

Re: [MAP] Skyjump

PostPosted: 26 Jun 2016 09:56
by restcoser
4 of their pushers don't reach their destination. (The pushers going upwards)
In general, i would want the pusher arcs to be lower, these give currently a lot of air time.
The pushers also need some other design that shows the direction they go.

The underside and sides of the platforms seem... odd, some kind of supporting structure or way to give these platforms a point in space might help... (thrusters? is the standard suggestion here)
Also the lightbars at the side of the platform don't seem to stand out enough, so maybe the other textures there should be darker?

I think there is too little scarcity for classic-mode unless you put a lot of players on the map, I'm really not sure if every weapon needs to be present 4 times, 2 times might be better. (It's probably fine if it's not completly symetrical)
The particle-floors seem deadly even though they are not, especially on the upper platform where they only go one way. When i first played I jumped over them.
Good work overall.