Hopefully, this will be done before the year 3000. No, seriously people, it's not that far from being 'done.' But Im currently on hiatus.
cell block b
i dont think the aerial tower is tall enough
on the outside lookin in
long live Urban Terror
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ut_slammer: preview
#4
Posted 16 March 2007 - 07:49 AM
Its been a year since I posted this originally, so I thought I should update. Yes I know it said almost done, but crap happens, and still is. But thanks for checkin out these screenies and hopefully I'll have more soon, cuz I really loooooove doin this shiza. Where the wii at?
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#10
Posted 22 April 2007 - 04:53 AM
Slammer has been moving right along in the past month. I think it's shaping up quite nicely. Thanks for the interest and I will definitely post a new screenshot or two in the next week. Its looking much better, I think. Textures are more detailed, there is a greater level of detail in general, and I really think it will make for a fun ctf map, at least. Snipers will have plenty of oppurtunities with the multiple towers, open yards, and long corridors with elevated vantage points. I'm working hard to counterbalance that (as I'm an automatic spammin' monkey-wolf rusher myself,) with strategic cover and a less sniper-friendly, but balanced basement/tunnel area that approriately "punishes" you for heading down below with slighly longer travel times between flags, somewhat more difficult access, and a midway cutoff point/chokepoint. I'll need some help with deciding how to make it team survivor friendly, because other than a general feeling that maybe smaller, less spacious maps are more suited for that mode, I have little experience in team survivor play. I'll definitely be supporting ts. I'm sure it's been discussed, in these forums somewhere, what makes a good ts map.
And yes, some of the spotlights move, in a very limited user controlled fashion. I even have four chicken-wire and duct-taped-together, but still working lifts in the game, Ann!diot, that are really sweet. That was some effort. Don't know if they'll make the final cut though, as I'm really trying to keep fps as high as possible.
And yes, some of the spotlights move, in a very limited user controlled fashion. I even have four chicken-wire and duct-taped-together, but still working lifts in the game, Ann!diot, that are really sweet. That was some effort. Don't know if they'll make the final cut though, as I'm really trying to keep fps as high as possible.