Oil Rig

Discussion in 'Map Factory' started by Dustoxx, Jul 31, 2010.

  1. Dustoxx

    Dustoxx L6: Sharp Member

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    Last edited: Apr 22, 2011
  2. Hastur

    Hastur L1: Registered

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    I can't really tell from the pictures, but is this map mirrored?

    It looks interesting, especially from a Rocket/Sticky jumper's point of view...
     
  3. Dustoxx

    Dustoxx L6: Sharp Member

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    It's mirrored like arena_ravine. Not rotated 180 degrees to be clear.
     
  4. Hastur

    Hastur L1: Registered

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    Ok then. Just wasn't sure.

    Also, you might want to add more bottomless pits and widen the crossing platforms (screenshot 1).
     
  5. DJive

    aa DJive Cake or Death?

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    Air blasting Pyro's of the world unite!

    Anything that will cause knock back/off will really ruin gameplay experience for users i think
     
  6. Flame

    aa Flame

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    protip: dont put a1s on gotfrag
     
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  7. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Oxidization is loss of electrons
    Reduction is gain of electrons
     
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  8. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    Aly, I just dropped chemistry! Don't remind me :O
     
  9. Hastur

    Hastur L1: Registered

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    I'm presuming that he'll add in a copious amount of railings in the beta build.

    But ya, I can see a lack of railings causing problems for anybody playing against a Pyro or Scout.
     
  10. Dustoxx

    Dustoxx L6: Sharp Member

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    Yeah, I hope it isn't a too big problem. And if so, i can just add railings on the sides like on a real oil rig

    :eek:hmy:
    Can you delete it for me then?:rolleyes:
     
  11. Flame

    aa Flame

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    ill ask ehfk to do it later.

    the competitive scene is jerks. detailed or bust usually, unless you force them/have the means to force them to play it
     
  12. Prestige

    aa Prestige im not gay anymore

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    I really don't get the obsession with death pits here. could use some fences/barriers at the very least. people complain about hightower when it really only has that one side.

    i do like the layout a lot. you do have some troublesome sightlines across from the point though, and some parts are a little open (needs some propspam).

    ^really my only criticisms. sightlines, death pits, slight openness.

    just played with him. was pretty bad for someone who said "raped with ease" after every kill.
     
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  13. Dragonstorm24

    Dragonstorm24 L4: Comfortable Member

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    lol this is kind of funny, I also have an oilrig map that I want to release sometime later on. Suprisingly none have picked up my idea for it.
     
  14. Dustoxx

    Dustoxx L6: Sharp Member

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    The timer of the cp isn't working. I used ABS' gametype library to copy/paste the koth mode, but the anouncer doesn't say anything... any way to fix this?

    And i've been busy with fixing some things, without any test. Just added some rails, props, small layout changes, clips and spec camera's. :)
     
  15. Dustoxx

    Dustoxx L6: Sharp Member

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    Last edited: Aug 2, 2010
  16. Erich

    Erich L1: Registered

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    There's just something I don't like about the water. It doesn't look like the water in the gulf (Of mexico) would look like or whereever this is.
     
  17. Rikka

    Rikka L5: Dapper Member

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    OH GOD MY EYES.

    Never forget again. Never forget again.
     
  18. Seba

    aa Seba DR. BIG FUCKER, PHD

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    I think that's 2fort or Sawmill water, right? Either way, Well water is a very nice blue, use that instead for extra purties.

    Oh, and you might want to think of a new name. Even though your map is a different gamemode than cp_oilrig and that map's pretty dead, some people may think Gadget pulled an Icarus and made his map into KotH.
     
    Last edited: Aug 2, 2010
  19. archy

    archy L1: Registered

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    I like the idea of your map and your thoughts.

    but what i am not sure about are the dimensions and the open range disctances.

    what i can tell form your screen nr 4: the distances look HUGE. maybe my eyes are tricked by some big texture scales, so i may be wrong.

    oh and a small side note: in you screen 1, your fence is a bit stuck in the ground, but i think that is not a major issue in an alpha 2 :)
     
  20. Dustoxx

    Dustoxx L6: Sharp Member

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    Maybe it has something to do with the FOV of the observer or something.The length and with are just normal (almost the same as viaduct). :rolleyes: