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f14p2 (v1.8)

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f14p2 - Mausoleum (v1.8)


f14p2 is an original map created for Reflex with an emphasis on vertical game play. The map features an tri-atrium design and utilises the YA, YA, MH, RA item set along side 2 RLs, IC, BR, PR, GL and the SG. If possible the map will have an Gothic theme as the worldspawn seems suitable for that style. Play testing and feedback is much appreciated and assists greatly in improving the map. Thanks for reading, hope to see you in game soon.

Revision Notes

  • Version 0.7
    • Added RA room teleporter.
    • Adjusted RA room jump pad location.
    • Fixed IC small health position.
  • Version 0.8
    • Added RA room ramp below medium health pickups.
    • Adjusted lower YA teleporter target location.
    • Reworked armour shard and small health distribution.
    • Added four 8 unit pillars to upper platform.
    • Centred upper YA on respective platform.
  • Version 0.9
    • Adjusted teleporter target locations.
    • Adjusted jump pad target locations.
    • Moved RA spawn location.
    • RA jump pad area size decreased.
  • Version 1.3
    • Reworked BR area.
    • Added water at BR.
    • Adjusted RA ramp.
    • Increased height of top pillars.
    • Decreased number of small healths at BR from 4 to 3.
    • Increased number of small healths at IC from 3 to 4.
    • Replaced small healths in RA room with armour shards.
  • Version 1.4
    • Added 2 small health pickups at upper RL.
    • Implemented Gothic theme.
  • Version 1.5
    • Added lighting.
    • Fixed worldspawn.
    • Adjusted effects.
  • Version 1.6
    • Minor visual improvements.
  • Version 1.7
    • Fixed score screen.
    • Finalized visual effects.
  • Version 1.8
    • Moved BR spawn.

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are you sure reflexfiles file is updated, downloading the latest version is the same filesize as the previous one and it doesnt have any visuals on it...

Doublecheck that you are using right file. At least if by visuals you mean all them pretty meshes and leaves. The version I loaded up just before writing this had them.

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looks cool so far man! i know this could be hard to achieve ...but if i was you, i'd try to give the main rooms different "vibes". the problem with most maps and their visuals is that all areas have the same vibe to them, which makes maps feel really boring visually .... and it's also worse for learning maps.

At least i feel that way. I like your use of meshes, not overdoing stuff ... cool cool. Keep going :)




Edit: also just from looking at it.... the spawns seem to be a bit odd. Will see how they play.

Edited by A. Benz

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