irish

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  1. This is the feedbackpage for all of my maps, since i did not want to open a thread every single time. So tell me what you have on your mind - suggestions, advice, general feedback, etc. This is the place to do it. //hades - http://steamcommunity.com/sharedfiles/filedetails/?id=849065658 //kronos - http://steamcommunity.com/sharedfiles/filedetails/?id=748809761 //atlas - http://steamcommunity.com/sharedfiles/filedetails/?id=768731169 //ares - http://steamcommunity.com/sharedfiles/filedetails/?id=774142239 //minerva - http://steamcommunity.com/sharedfiles/filedetails/?id=626520371 //isengard - http://steamcommunity.com/sharedfiles/filedetails/?id=828498657
  2. this forum is for people who create videogame spaces, also called 'map', you might want to take your issue to your local civil engineering department. i doubt that someone here would be able to help you.
  3. challenge accepted !!
  4. personally, i think in the end it is up to map architects to design their hallways accordingly to the usage of certain weapons. the nature of projectile weapons in general makes combat with them more engaging and challenging for me, especially if you can use them for movement as well. plasmagun, rocketlauncher, translocator, grappling-hook and many more. by the way where did the grappling-hook go?
  5. Shrapnell comming of the robot, accopanied with the sound you hear when it rains against a window. dismemberment on frag would defenately increase gruesome nature of the shotgun. Do you remember the Flak Cannon from Unreal? That thing has some major impact when shot at someone. edit: even though the Flak-Cannon is projectile based
  6. i cannot begin explaining how much of a fucking big deal this new bridge tool is. many thanks much awe!
  7. 1v1

    all in all it is a decent remake, it would be nice if you corrected the jumppad targets so that at least those jumps are available. for example the jumppad that leads from red teleexit to plasma and armor shards - normally you are able to move backwards onto the plasma/shards. the shotgun jumppad seems to shoot you in a too steep angle. also i would like you to consider adding a way to move from the 25 health pit (top area rocketlauncher) to the bridge without self damage. i know it was not possible in q3 but the reboot of the map in QL added that. otherwise iam quite impressed \:D/
  8. hit and run, indirect fire lines, and dem ninja strats. now you see me, now you don't - also love to fight multiple opponents.
  9. i noticed it while plasmajumping into a slope, it literally stops you dead at the top, instead of letting you slide off a bit.
  10. So i was running and jumping about inside some of my maps when i happened to come across these bugs/glitches. The all have to do with vertical sloped surfaces that go in steep angles. See for yourselves: edit: by the way, how does one embed videos into this forum? solved.
  11. ROBOTS DON'T!? //////// I'd love to see some form 'hand to hand' also this;
  12. What program has been used to create the 'reflex.mesh' files in the internal.pak, because i would love to create a stakegun for myself - since the current one is boring. I never worked with any 3D modeling software and before i spend credits on programs that don't work, i would rather be certain it is the right one. I found this thread here, but i can't tell what to do from it.
  13. the friendly (human) character model, since we only have hostiles (robots) now. i guess that'll raise the PG rating as for aesthetics: teamsymbols that you can choose to be shown on the robot, if i get more ideas, maybe i'll update this post
  14. all jokes aside, i'd love to see some actual water physics for grenades, so that they dont bounce around like there is nothing there. please give them weight so that they, when impacting a water surface, slow down and eventually sink to the bottom. but back on topic .. wouldn't you think that using the boltrifle underwater would electrify the water?