Scoville

Tapp

L10: Glamorous Member
Jan 26, 2009
776
216
I finally got around to playing the alpha of this map, and walking around I found it quite interesting. I could imagine some very interesting gameplay, and i like how you have constant access to the cart. While I'm not sure how this will play out in reality, I could imagine that your well-intended flank routes (much like pipeline) will go completely un-noticed. Of course with a little bit of rocketing from one of them towards the spawn, they will figure it out. One of the better plr maps I've seen so far, now get me a beta!
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,874
2,985
Mmm.

plr_scoville_b10000.jpg
 
Feb 14, 2008
1,051
931
Should be one CP connected by a curved track, like in Pipeline. (Or a convergent track, if you want it to fall off).
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Release the beta soon so we can see that explosion. Other than that, I think the spawns are pretty far from the points.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Those white pipes stand out quite a bit from that brown building.
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
the fan.......
IT'S FLOATING!
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
No, it went forward in time to when Void put a frame on it.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,874
2,985
plr_scoville_b10005.jpg


plr_scoville_b10006.jpg


Started detailing the 3rd-stage Spawns.

Yeah, I don't detail in any order.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
In the first screen there, I think you need to turn shadows off for the consoles in the back wall. Their casting some ugly shtuff all around that wall.