unnamed time-trial maps

unnamed time-trial maps

Postby Unnamed » 10 Aug 2013, 12:57

I realised that I haven't created any time-trial map until now. So here are three maps.
More time-trial maps will follow.
Giving them a name would take too much time :p

I updated the maps a second time now.
UT01
-changed triggers at the second part. I don't know how to make it less random

Amplification (UT02)
-renamed to Amplification (amplification is the A in LASER :) )
-removed skytexture under the platform on the tower and replaced it with particle tapes
-changed death material

-changed 2 platforms to be pushers
-removed 2 platforms

Absorption (UT03)
-renamed to Absorption
-fixed clipping (it got messed up after I copy-and-pasted some things)

-changed lighting
-added blue scrolling textures to the walls
-few other texture changes
-replaced lava by water
-moved the finish checkpoint
Attachments
amplification.zip
(343.12 KiB) Downloaded 347 times
absorption.zip
(2.49 MiB) Downloaded 341 times
UT01.zip
(246.33 KiB) Downloaded 296 times
Last edited by Unnamed on 07 Sep 2013, 15:54, edited 4 times in total.
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Re: unnamed time-trial maps

Postby TheLastProject » 10 Aug 2013, 13:27

UT01: Hah, very funny and unique. Not something I think should be in RE by default, but DEFINITELY a map that's fun to waste a minute on once.
UT02: Too frustrating and too repetitive. Not fun :( Took me about 8 minutes
UT03: Hmm, not sure. Bit weird?

In even shorter, I wouldn't want any of these included in RE by default. However, I wouldn't mind seeing them on a special time-trial server (thinking of which, I haven't seen in ages).
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Re: unnamed time-trial maps

Postby bonifarz » 10 Aug 2013, 23:03

Hahah, I already wondered how long it would take until you try a trial map. Those are fun to play and somehow have that typical Unnamed style.
UT01: Innovative use of triggers, but rather irritating to run, as the timing feels a bit random.
UT02: Fun use of collision detection and slopes. A bit hard to see where to move in the end. Not quite as repetitive as many other trial maps, I like it.
UT03: Quite stylish. The pace feels a bit slow. The vertical shortcut to the finish line is probably not intended.
Curious to see what comes next ;)
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Re: unnamed time-trial maps

Postby TristamK » 12 Aug 2013, 10:24

Giving them a name would take too much time

http://www.wordgenerator.net/random-word-generator.php

All your maps looks equally (iam speaking about all your maps). But I can't say are it's good or bad.
UT01 - I had a similar idea before but i didn't realize it. And yes, it works a bit random so it's a good concepts but it's work bad.
UT02 - It is possible to play but due to the fact that you have used too much of platforms is becoming very boring when you playing.
UT03 - This map is the most interesting but it also has some drawbacks. For example, you could disguise the floor at the beginning of the maps and it would look better than now. Also at the beginning lava can be replaced by water. The walls look very boring because of the 1 texture on it, you can add more textures to the walls too. Also You can change day to night lighting and arrange for the necessary elements. It can make look wall better. And on your map has a bug - I can touch the last checkpoint across the wall.
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Re: unnamed time-trial maps

Postby Unnamed » 22 Aug 2013, 16:45

I updated the three maps.
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Re: unnamed time-trial maps

Postby qreeves » 07 Sep 2013, 14:52

I'd like to include #2 and #3. They both could use real names (I don't allow number sequence map names like this in RE).

#2: The use of sky texture is obvious when you hit the last "laser-platform" that contains a pusher. The organisation of death material could be better, especially at the edges of the map. I don't know if this map is fixable, if not I would like to see one done in the same theme as this as it was rather interesting.

#3: I really enjoyed the straight-forward approach in this map, I think all you really need to fix is the clipping (and give it a name).
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Re: unnamed time-trial maps

Postby Unnamed » 07 Sep 2013, 15:05

qreeves {l Wrote}:#2: The use of sky texture is obvious when you hit the last "laser-platform" that contains a pusher. The organisation of death material could be better, especially at the edges of the map. I don't know if this map is fixable, if not I would like to see one done in the same theme as this as it was rather interesting.

#3: I really enjoyed the straight-forward approach in this map, I think all you really need to fix is the clipping (and give it a name).

I'll do that.

edit: maps updated
There are particle tapes instead of the sky texture. I think it looks better this way.
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