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Maps in limbo
Posted: Sat Aug 29, 2009 6:04 pm
by CTC-Salchicha
Howdy fellow mappers. I thought it would be interesting to post some screenshots of maps that are sitting in creative limbo for one reason or another. I know we all have a few so post some pics and maybe we can get a group effort together to tackle a couple and get them out there.
Fire away!
Re: Maps in limbo
Posted: Sat Aug 29, 2009 8:42 pm
by Ghosted
I think you're jumping the gun a bit Sal. There are plenty of finished maps that Id hasn't put his name on yet
Re: Maps in limbo
Posted: Sun Aug 30, 2009 5:46 pm
by Mr Bean
Good idea Sal... I have a few that have never seen the light of day. Now let me dig them up, and I'll post some pics in a bit.
Re: Maps in limbo
Posted: Sun Aug 30, 2009 6:01 pm
by lil Sin
Ghosted wrote:I think you're jumping the gun a bit Sal. There are plenty of finished maps that Id hasn't put his name on yet
Re: Maps in limbo
Posted: Sun Aug 30, 2009 7:06 pm
by WeedVulture
Re: Maps in limbo
Posted: Mon Aug 31, 2009 10:48 am
by Mr Bean
Re: Maps in limbo
Posted: Mon Aug 31, 2009 4:55 pm
by Mr Bean
VCTF-GlassHouse
Probably nothing can be done with this one... but maybe take some ideas from it. I like the way the map looks, but the layout just aint happening. l think I learned more on this map, than any other. So not much loss, and much gained. I used water volume, fluid surface actor, lava volume, blocking volumes (with manipulated properties), ladder volumes, Physics volume (low grav in the center), skybox, revolving movers, jump pads, emitters, ambient sounds, bot-paths... just a lot of new stuff for me at the time. Had a lot of fun doing it and learning.
http://www.mediafire.com/file/hn0lm2dxt ... se-A16.rar
Re: Maps in limbo
Posted: Mon Aug 31, 2009 10:51 pm
by Ghosted
Mr Bean wrote:VCTF-GlassHouse
Probably nothing can be done with this one... but maybe take some ideas from it.
I actually had an idea looking at that map
Not sure how hard it would be, but it would be cool to have a map with multiple interconnected floating rooms. Each room floats up and down or side to side or whatever. They would have multiple entry/exit points, but some paths would require rooms to line up their doors. It creates a kindof timing dynamic. Let me know if you want any more ideas.