* Update 13.11.2008
As said earlier I've now completed a fully playable prototype so we can do some gameplay testing - I definately need feedback on this. Also I'm thinking about changing the name to Crossfire Canyon or just Crossfire (pl_crossfire) - what do you think?
I especially would like to read your feedback about
* overall layout (any paths & areas too big / small?, confusing?)
* ammo & healthkit locations
* gameplay balance
* change name to Crossfire Canyon (pl_crossfire)?
Download Alpha 2:
(I apologize for a bug that the blu forward spawn door wasn't working, I forgot to enable the triggers after capturing C. I've just uploaded a fixed version so if you already downloaded the map please do again.)
pl_downhill_a2fixed.zip (11 MB)
pl_downhill_a2.zip (11 MB)
pl_downhill_a2.bsp.bz2 (11 MB)
Here's what I still need to do:
- adjust layout according to results from gameplay feedback
- add more shape to most of the buildings and apply a clean visual style
- details & texturing
- displacement geometry
- visleaf optimization
- occluders & prop fade distances
- lighting & lightmaps
- cubemaps
- complete player clipping
- nobuilds
- soundscape
- menu photos
- maybe create custom explosion
As said earlier I've now completed a fully playable prototype so we can do some gameplay testing - I definately need feedback on this. Also I'm thinking about changing the name to Crossfire Canyon or just Crossfire (pl_crossfire) - what do you think?
I especially would like to read your feedback about
* overall layout (any paths & areas too big / small?, confusing?)
* ammo & healthkit locations
* gameplay balance
* change name to Crossfire Canyon (pl_crossfire)?
Download Alpha 2:
(I apologize for a bug that the blu forward spawn door wasn't working, I forgot to enable the triggers after capturing C. I've just uploaded a fixed version so if you already downloaded the map please do again.)
pl_downhill_a2fixed.zip (11 MB)
pl_downhill_a2.zip (11 MB)
pl_downhill_a2.bsp.bz2 (11 MB)
Here's what I still need to do:
- adjust layout according to results from gameplay feedback
- add more shape to most of the buildings and apply a clean visual style
- details & texturing
- displacement geometry
- visleaf optimization
- occluders & prop fade distances
- lighting & lightmaps
- cubemaps
- complete player clipping
- nobuilds
- soundscape
- menu photos
- maybe create custom explosion
Last edited: