eots_legokart

Undies

L1: Registered
Dec 24, 2009
45
9
eots_legokart uses a map concept that blends CP and CTF:

If you've never played Eye of the Storm from World of Warcraft (this is exceedingly similar): The goal is to hold control points and capture the flag in sectors your team owns. A major advantage is given in a sector upon the capture of that sector's control point: sentries, dispensers, and a speed boost at street level. More importantly, holding a control point gives your team "score points" over time. The more control your team has on the map, the more score that is given per second. Both teams can also pick up the flag (intelligence) and bring it back to a control point they own to gain an extra 60 points!
The team to get 2000 points first is the victor!

Still not happy with this map and looking for advice/feedback in order to finalize it. I haven't made any changes to this map in months and would really like to get it off the shelf again.


~~~Credits~~~

Original Concepts: Nintendo/Blizzard
Map Design: Undies
Map Creation: Undies
Beta Testing: Community @ Server IP: 68.232.168.230:27015

--Materials--
Ryan - Big Dev Textures
BoHaRoX - Lego Textures
Octwo - Green Lego Recolors
Iconic - Super Mario Bros Textures

--Audio--
Mariomusicmaker1 - Ultimate Mario
Bojan Kabaj - Mario Super Star Remix
DJ XBrav - Plumbers Underground
Corey Rummel - Moo Moo Farms
 
Last edited:

Okrag

Wall Staples
aa
Jun 10, 2009
1,029
655
Seems like an interesting idea. However I am not liking the idea of boosts in areas you own, it takes the fun out of defense and is likely to make the tides harder to turn.
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
Did you mean to do the world geometry like the course Blockforts in every mariokart game?
 

Delusibeta

L3: Member
Mar 21, 2009
100
14
My first reaction to the screenshots was: "dom_blockforts". Still, stick it up on a Gameday (see the Events section of this forum) and we'll see how well this gamemode works.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
Wait, at the risk of sounding like the biggest jerk ever, you're re-making a level from another game, with a theme that makes no effort to resemble tf2, and the main selling point is a game-mode taken from another game?
Other than the above, I'd say long sightlines, long/restricting ramps, a difficult to understand game-mode and a general case of 'way too big' are your key issues.
 

Undies

L1: Registered
Dec 24, 2009
45
9
Wait, at the risk of sounding like the biggest jerk ever, you're re-making a level from another game, with a theme that makes no effort to resemble tf2, and the main selling point is a game-mode taken from another game?

Which is why it's not complete, it is a decent (at best) concept but doesn't play well :( It suffers more from over "scootery" than anything else due to reasons you mention. Thus my search for feedback (like yours). :blushing:

Did you make all the textures as well?
Credits are in the original post ... no I did not.

Seems like an interesting idea. However I am not liking the idea of boosts in areas you own, it takes the fun out of defense and is likely to make the tides harder to turn.
That's ... the point... Wait, you are concerned with the boosts and NOT the sentries?! ... k ... :facepalm:

welcome to mario kart :O
:O