Eat Sand

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Eat Sand

Postby Blackout on Wed Dec 02, 2015 3:05 pm

I have used the 1st objective area of desert to create the map and if the concept is liked I could do other locations and classes.

The map has been changed so that possession of the codes is required to plant a bomb. Only two chances to plant the bomb are available as after this the codes will not respawn. If your team's bomb is defused twice then you must continue to defend in order to draw the game. If both bombs on each team have been defused the game will end as a draw. The length of the game has been shortened to a 10 minute maximum.

https://www.dropbox.com/s/sxbzvgir0ri71l0/siege_eat_sand.pk3?dl=0

Changelog

V 1.1
-10 minute round time
-Codes required
-2 bombs per team only
-Codes do not return
-Spawn points moved
-Icon added
Last edited by Blackout on Wed Dec 09, 2015 3:08 pm, edited 2 times in total.
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Re: Eat Sand

Postby Blackout on Wed Dec 02, 2015 3:11 pm

There are a few minor visual defects on the map which I can't seem to correct however they don't affect gameplay in any way.
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Re: Eat Sand

Postby Duo on Wed Dec 02, 2015 3:41 pm

Nice, even though it's a tan map, I like the idea of it. I was thinking about doing something like this.

Just ran through it on my own.

  • The map is really dark...
  • The bugged textures can be fixed
  • The bomb could look a lot prettier
  • No explosion effects(visuals/sounds)
  • I would use beep sounds to denote the pending detonation, like counterstrike. You can use different sound files to beep faster as it gets closer to detonation. I can whip something up for you if you aren't good with audio programs.
  • Spawns seem really close to the bomb site, and the bomb site itself is not particularly well-marked
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Re: Eat Sand

Postby LORD on Wed Dec 02, 2015 4:29 pm

I like tan maps GJ.
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Re: Eat Sand

Postby Blackout on Wed Dec 02, 2015 4:46 pm

The map doesn't seem that dark to me but I can brighten it up if people want me to. This release is mostly to test the concept I can add various visual aspects, explosion effects and the like at some point in the future. I can add an icon for the lick site too.
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Re: Eat Sand

Postby aradorasxeon on Wed Dec 02, 2015 7:48 pm

Blackout wrote:The map doesn't seem that dark to me but...


I say the same about ktr2, but oh well. These people like their shit with lots of ligths, so let it be.
I was considering making a race to obj map which also ends in draw if objs are not completed in time. I look forward to see this in action, later in December, when I will have time.
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2014.05.05. Thanks for al the fun!

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Re: Eat Sand

Postby Turquoise Dragon on Wed Dec 02, 2015 8:47 pm

People with dark map complaints should run through my zomb_tunnels and zomb_kor1 lol
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Re: Eat Sand

Postby LORD on Thu Dec 03, 2015 3:38 am

Maybe black and xeon play with too high brightness? and when they make map normal to them, for others they are too dark. For example duo made hoth 2 too bright at the beginning.
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Re: Eat Sand

Postby Laser on Thu Dec 03, 2015 6:11 am

Definitely going to make time to play this!
Less QQ more Pew Pew
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Re: Eat Sand

Postby Blackout on Thu Dec 03, 2015 8:51 am

Duo wrote:I would use beep sounds to denote the pending detonation, like counterstrike. You can use different sound files to beep faster as it gets closer to detonation. I can whip something up for you if you aren't good with audio programs.


I am not and it would be great if you could do that.
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