The most fun you could have on a map since bash only
Posted: Tue Apr 11, 2006 10:16 pm
My map is one large rotating circle, then 8 smaller circles around the outside rotating in alternating directions. Each circle has obstacles and such to hide behind, but because EVERYTHING is rotating, cover is scarecly availiable from all directions. The main disc is lower than the outside ones by enough to allow a player to walk comfortably underneath them with complications as they try to jump.
The entire contraption is in a large column with sky over the top. The center is a slower moving disc with no cover whatsoever. If you fall onto the large disc, there are ramps/stairs/blocks that can be used to get back onto the upperdiscs.
The orginal idea was tilted with the smaller circles remaining level, but it got confusing in the scripting and I just changed it back to normal, FLAT.
It is an MP CTF map that RAN on the GCC server in Spearhead once where it worked, but averaged a 11 fps on most computers, even mine which is a beast, it only got 32...
No pictures unfortunately... If you have any ideas to cause less lag... post them.
The entire contraption is in a large column with sky over the top. The center is a slower moving disc with no cover whatsoever. If you fall onto the large disc, there are ramps/stairs/blocks that can be used to get back onto the upperdiscs.
The orginal idea was tilted with the smaller circles remaining level, but it got confusing in the scripting and I just changed it back to normal, FLAT.
It is an MP CTF map that RAN on the GCC server in Spearhead once where it worked, but averaged a 11 fps on most computers, even mine which is a beast, it only got 32...
No pictures unfortunately... If you have any ideas to cause less lag... post them.