This map felt into DisContinuity
Reason: Needs a whole new layout. I'm running out of ideas, and I don't know yet how to make terrains.
The links and info below are left for the record. If someone wants to continue the work on this map, he/she is free to do it.
Well, another solved drama, now this is an icy-themed map. (Or, at least, an attempt

)
I've made two textures using plasma & coloring functions of GIMP. Before you write, yes, these are crappy, and I don't like them as well, but there're very few icy textures. :/
Anyways, these are the details:
Gametypes: CTF, 1FCTF, Harvester, Overload, CTF Elimination, DD.
Weapons: Shotgun, Rocket Launcher, Plasma Gun, Railgun, Nailgun, Chaingun, Prox Launcher.
Items: Health 50, Health 25, Health 5, Armor Shards, Combat Armor & Megahealth. (Only available on CTF, Overload, eCTF & DD)
Powerups: Quad Damage.
Changes from a1:
- Moved the Railgun (not too far)
- Added two underwater side entrances per base.
- I have to get rid of the igloos, since I couldnīt find a way to lidiate with this as .ase models. :/ (I didn't know yet how to model on Blender)
- Also gone are the lamps.
- Minor structural changes.
All suggestions are welcome.
Things to do:
- Improve lighting
- Improve bot playing
Screenshots:
DownloadYes, this is a strange problem I have.
After doing some work with the Ice textures, I managed to do a very-very-alpha-basic-map, which goes well, except for one thing: when I go to the bottom, it takes me out of the level and I won't die.
Plus, the switches I use for the map:
BSP Stage: -meta -patchmeta -v -verboseentities
VIS Stage: -vis -saveprt -v
LIGHT Stage: -light -dark -fast -filter -nocollapse -patchshadows -shade -v -gamma 1.5
BSPC Stage: -forcesidesvisible -optimize
I didn't used the BSPC Stage in this map yet, but those were the switches I used for all of my maps. (forcesidesvisible is needed because I use -meta and -patchmeta on BSP stage)
After solving this drama, I'll be finishing the first alpha of the map.
The .map file with both textures can be found here. ATM the map compiles and runs well, except for that thing which annoys me... -.-
The leak is found on the BSPC stage, but incredibly not on BSP stage.