Author Topic: VAR_Fistbox Sandbox V2 (Rushed Edition)  (Read 1380 times)

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Offline IAAW

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VAR_Fistbox Sandbox V2 (Rushed Edition)
« on: January 18, 2008, 06:22:19 pm »

NOTE: Map size may appear smaller in image.

Why "Rushed Edition"? I somewhat rushed into completion, hastily using the verticies color tool to perform shading at lightning quick speeds. This map isn't exactly of much quality, but I hope the gameplay on this map will be good enough. Anyways, what you may notice is the increased map space. More map space means that people will be able to have more than enough space to place emitters and the such. Like in the other map, there is a giant platform, and a storage area. There are, rather, some improvements to the platform.

First of all, the platform is, indeed, larger. Twice in size, actually. The spawn points have also been rather changed up; the spawn pointes are "raised", instead of being right beside the platform. The storage area also got some changes; the rooms are now in the floor, and the contents of each room have been changed a bit.

1st Room: Grenades
2nd Room: Cluster Grenades
3rd Room: Medikits
4th Room: Vests
5th Room: Alpha/Bravo Flag
6th Room: Pointmatch Flag
7th Room: Rambo Bow
8th Room: Flame
9th Room: Berserker
10th Room: Predator

The alpha and bravo flags have their own room together, along with the pointmatch flag and rambo bow. The flags and bow also are on "stands", color-coded accordingly. Basically, the storage area is more organized, and should be much nicer. Now, to the field area of the map.

As you can see, the field area is much nicer. First off, we'll look at the right side of the field area. This part of the field is the jump area. There are three jump pads, and a nade launch pad; the launch pad providing a horizontal and vertical launch direction. The jump pads have three different effects; one doesn't hurt, one does hurt, and one is bloodly deadly. This is to provide funny jumps, such as a death launch into the air, or a well-timed jump with the bloodly deadly jump pad. Of course, if you're in godmode, you won't have to worry about death. But, if you're done with godmode, and need a quick heal, then you can just take a quick trip to the storage area. And, like said before, there is a nade launch pad, which provides nice launches that may go both horizontally, and vertically.

Now, for the left side of the field. Now, the left side ain't much; there is a lake, and beyond the lake is a cave. I won't tell you what is in the cave, but it's really not that exciting, anyway. Because this map is rushed, the map isn't all that pretty. Scenery is half-used, and the shading looks just plain ugly. And there is a spot in the map where there are small "gaps" from me not going back to cover them. Oh, and there is something special about the "filling". I refuse to tell, though. That should leave at least ONE hidden unexciting thing about this map.

I hope this is at least a decent bit better than the v1. Now, just so you know, I am going to make a vfinal of this map; the vfinal will put much more emphasis into the creation and detail, along with hopefully not being rushed. Anyways, I hope this is just as enjoyable, or even more enjoyable, than the v1. The dl link for this map will be provided soon, after I get some opinions.

http://files.filefront.com/Fistbox+Sandbox+V2PMS/;9460103;/fileinfo.html - There; test it, and show your opinions.
« Last Edit: January 18, 2008, 06:25:12 pm by IAAW »
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Offline Blacksheepboy

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Re: VAR_Fistbox Sandbox V2 (Rushed Edition)
« Reply #1 on: January 26, 2008, 09:27:08 pm »
Hurm... er well I haven't tested it but you ought to stretch the textures a bit. Looks very repetitive, but that could always look much different while playing the map. Looks in the overview, and the aesthetics while actually playing the map are always different.

You may want to color the very bottom of the map completely black or transparent so that the texture blends into nothing, and thus looks a little less repetitive.
« Last Edit: January 26, 2008, 09:28:46 pm by Blacksheepboy »

Offline IAAW

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Re: VAR_Fistbox Sandbox V2 (Rushed Edition)
« Reply #2 on: January 26, 2008, 10:52:16 pm »
This is what I'll be doing with the vfinal. In fact, I do have the BASE done. The base would be basically the generic area completed, and a feature missing. The feature missing, in this situation, would be the jump pads. Other than that, everything is completed. There's even a cave you can explore (although it would probably get repetitive after a while, too). Filling has to be completed on the map, along with shading, and the jump pads. Everything else is in working order, though.
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Offline cobrass

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Re: VAR_Fistbox Sandbox V2 (Rushed Edition)
« Reply #3 on: February 26, 2008, 09:28:05 pm »
The texture looked like that in Mario III, maybe someone could use it to make a new Mario map :D