Map Name: DM-Surrounded
Game Mode: Deathmatch
Map Size: Medium
Number of players: 4-8
Version: 1.23 alpha
Bot support: partial
Mutators: Xpickups, ChaosUT (files not included)
Music: Gateway, by Necros
Rendering Used: D3D
Brightness Level: 5
Known Issues:
- collision issues around the hanging platform (Udamage);
(Geometry will be replaced once layout is defined)
- missing texture in one of the metal bars in the lower area;
(conflict with the zone sheet, easy fix but I don't wanna run the compiler just for that)
- players can elevator/boot boost to the edge of the map.
(to be fixed on later stages when layout is close and defined)
-lag on old computers
(geometry and lighting are not optmized and zoning only partially done. Try software rendering if you're experiencing lag)
It is too bright!
(Yes, I like well lit maps. It's not going to be that bright in the final version when light casting is properly done, but definitelly brighter than the average. For now, it is just to help vizualizing bugs and poor lit areas )
-no online playtesting performed. Please leave a comment in case you do.
Stage of Development:
Geometry: Not optmized. Waiting conclusion of Alpha playtest for definition of pickups/actors placement and final layout. (I'm still messing around with the architeture, so it will be all over the place, not matching and unpolished). Lacking detailing, ceiling architecture and a more fitting skybox. All texture popping issues (given the number of surfaces exposed in large open areas) found was fixed, please contact me in case you find any that I missed. (Brushes deleted, mainly to hide my crimes but also to avoid second hand editing before I even get the map done. Will be all there in the final version)
Textures: Theme has not been defined, textures are just placeholders for contrast and to help visualizing layout/bugs. I intend to keep the arena/lab "vibe" it has and probably add some tech\futuristic detailing (and colour!).
Lighting: Not done yet. Waiting definition of theme, texture and time of the day.
Pathing: Waiting playtest and suggestions for definition of playerstart points and weapon/pickups placement. Bots will cycle through items, all dead ends found were treated. (Bots won't reach either HealthPack or ShieldBelt). Lift and doors lacking sound.
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Spoiler
-WuVyr7hA9A
http://www.mediafire.com/download/fzjda ... pha%29.rar
Suggestions are welcome. Please leave your feedback!