Aight so expected to change -Teleporters from Island to base -restricting turrets -spawning jeeps only -Extending wall between bases -increaseing tickets to 600? Ideas -Possible multiple teleporter entrances throughout map -A infantry catapult (possible, may cause death on flight)
I don't like the idea of Jeeps only. That's just coming from people who complain about being shot out of the air by vehicle MGs. It will be too annoying with only Jeeps, imho. At least allow APCs.
Instead of infantry catapult, put a fan on the ground and use a gravity trigger or something to make them fly and then put random gravity all over the map. APC slowly lofting through the air? Fun time!
OK... (1 month later) Wanted to finish this map up before starting on bumpercars. +Teleporters added and working +Added tickets to 600 per team +turrets restricted throughout map +Wall between bases extended +Edited terrain for better access to jumps +Edited the bases a bit Infantry catapult wouldn't work on this incline it would get you up a few feet but no further due to speed caps in the game
what about a super tube, which has wind running up it to push infantry up. like a water slide but in reverse. and there are gaps in the side at certain points to let the infantry get out. I'm going to trademark super tube.
LOL, the super tube idea has been looked into for another map i'm working on, the only problem is the whole getting out at different points. The physics engine doesn't exactly let you at diff points, you can set up a lay over point but i would just set up a teleport system for that or go with a moving platform like a escalator
easy, have 4 super tubes, with a gap between each one. the player leaves on and has the option of jumping into the next one or just staying where he is
Now that school's out, i've gone in and fixed the HDR problems (black map), working on getting shandy's jumped incorporated (super jumps), also adding a cfg opening all engines and medium chassis, i i don't like the idea of vehicle spawners for this map yet so the factories are still left in. the super tubes..... going to have to look into this some more, last i remember it failed hardcore and in order for them to actually push people through it would kill them. But will be looking into this some more. Also have some plans on stretching the map out a bit to make it so that NF spawns at bottom and BE spawns at top and it'll be like the classic downhill_jam
-updated Changelog: Beta 7: -Added JPL, CW, EPIC clan logos to ramps -removed "Super-Tubes" -Made is so you couldn't see into the skybox while in water -Added 2 ramps at starting base for those that just wanted to jump ramps -Lasers added to teleportation monuments to better show they're teleporters -aligned the map water with the skybox water (was off by a few units that annoyed a few) Open to suggestions! Looking for another way for people to get up the hill without having to fall all the way down to the island, thinking of mini-blimps near each point with two teleporters, one teleporting you down to the next one and one teleporting you up to the next one. Problems i'm having is modeling them (making them in hammer) and where to put them so they don't black vehicles and don't look like they're in weird places. The tubes idea didn't work out as we found out in b6, in order to get players to the next spot fast enough without dieing you could killspawn and get in a vehicle and make your way down faster to most points. And they also looked like shit in the map to add to it.