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Posted: Wed Dec 26, 2007 4:24 am
Attached is the map file and a few screenshots of a map I tinkered around with over the Christmas break called "Channel Crossing". There is nothing totally groundbreaking with the map, it was just something I've had in the closet for a while that I dusted off and finished. It's sort of a cross between Bridges, Mystic Valley and The Gauntlet.
I hope to have this hosted soon on one of the norang servers (thanks Thumper). Note that there are references to textures that have not been posted to the proper URL yet in the map file.
Re: Channel Crossing
Posted: Wed Dec 26, 2007 6:41 am
LouMan wrote:I hope to have this hosted soon on one of the norang servers (thanks Thumper). Note that there are references to textures that have not been posted to the proper URL yet in the map file.
It's up on bzflag3.norang.ca:5179
Textures have been posted.
Posted: Wed Dec 26, 2007 7:18 am
Very nice. I like the tunnels and the bunker.
The shaft into the bunker is kind of hard to jump out of, though. I think an escalator would be nice there.
Great work, as always.
Posted: Wed Dec 26, 2007 12:09 pm
I know where I'm goin after work
Posted: Wed Dec 26, 2007 2:56 pm
That is out of this world. Once again he safely retains the title of "Oh my god that's a scarily good map maker".
The train tacks underground are great. In fact an all round great map, again. One of your best play-wise. Good job.
Posted: Wed Dec 26, 2007 3:27 pm
Very nice map. A great Christmas (or other holiday) present to BZFlaggers
Posted: Wed Dec 26, 2007 11:39 pm
Once again LouMan has done it!
It might just be a Michigan thing but i just think its him...!
Well like the texturing (as always) love the trans undergrond and the sign makes it complete.
-Keep 'em coming!-
Posted: Thu Dec 27, 2007 5:46 am
Woohoo! A new map from Lou. Looks great. keep it up.
Revision 1 Update
Posted: Thu Dec 27, 2007 10:16 pm
I have updated the original post's map file to Revision 1. Changes were minor:
1) Made bases symmetrical across map.
2) Removed Narrow flag (causes too many issues with mesh type maps).
3) Made maximum players 12 + 12 for lag issues.
4) Increased world size very slightly (rico issues in tunnels).
5) SW radius brought down from 60 to 45; still able to SW from tunnel to surface with a jump.
6) Added 3 more ST flags.
Posted: Thu Dec 27, 2007 10:17 pm
Awesome map, good job, LouMan!
Posted: Fri Dec 28, 2007 4:00 am
Makes it just a whole lot better!
Like how you even get the SW jumping and killing part!
Pretty fricken sweet!
-I still like "LouMan's Home Sweet Home" better though-
Posted: Fri Dec 28, 2007 8:53 am
thanks for another great map, louman. very playable and fun.
Posted: Fri Dec 28, 2007 5:25 pm
I got a chance to play the map with a few people, and here's what I have to say...
First of all, I have to chant the "well designed map, you really know how to work a 3D modeller." However, I do have to agree that this is really well-designed, not just in looks but in gameplay also.
The layout of the map is very simple, and easy to catch on to. The tracks might pose some confiusion, since they do not look like "normal" movement pads. I especially like how you can hit people with SW underground, which makes situational awareness important. The flag choices complement the map well, and balance out the game.
I would have to say this is one of your best maps.
Thank you :)
Posted: Fri Dec 28, 2007 6:31 pm
Thank you for all of the kind words
Note that I have updated the map file in the original post to Revision 1.1.
1) Fixed a team flag drop vulnerability, and
2) Added "_maxFlagGrabs 1" parameter to help with flag distribution.
Posted: Sun Dec 30, 2007 9:34 am
lol you even have vending machines.
Posted: Sun Dec 30, 2007 8:31 pm
The original post's map file has been updated one more time to Revision 1.2. I made the hidden physics drivers on the mountains inactive; they were not a very fair feature for a CTF map.
Posted: Sun Dec 30, 2007 8:54 pm
Not only is the map beautiful as already stated, but I was pleasantly surprised to be able to play on it for quite a while before being kicked for lag. I'd been avoiding it because of the crowds, but I think I had a better ping there than almost anywhere I've tried, in spite of it being full to capacity (maybe because of the relatively small amount of actual combat going on at any given moment?). So the hosting gets props, too.
Posted: Sun Dec 30, 2007 9:05 pm
So the hosting gets props, too.
Re: Channel Crossing
Posted: Mon Dec 31, 2007 12:53 am
LouMan wrote:Attached is the map file and a few screenshots of a map I tinkered around with over the Christmas break called "Channel Crossing". There is nothing totally groundbreaking with the map, it was just something I've had in the closet for a while that I dusted off and finished
Thanks for the map modelling work LouMan, the result is great!
Posted: Mon Dec 31, 2007 2:55 am
LouMan you need your own theme song because you are so awesome!
I cant wait for the next map!
You should try to make on of the Univestiy of Michigan!
Posted: Mon Dec 31, 2007 3:25 am
Off topic, but:
University of Michigan - blech. I am a Michigan State University graduate (a cross-town rival). Go Spartans!
Thanks for the kudos and I totally agree with the excellent level of hosting the server - thanks donny baker!
Posted: Mon Dec 31, 2007 3:25 pm
also slightly off topic:
LouMan, have you ever been to the abandoned Detroit train station? It was one of my favorite places in the short time I lived there, and your style of mapmaking would be a great match for the surrounding area, hint hint hint...
(Pictures of the place abound on the web, and g**gle could probably supply an aerial view. I could even supply some unique shots from the roof from my personal collection if the project has any appeal.)
Posted: Mon Dec 31, 2007 8:08 pm
I agree with everyone else, props to louman for the amazing map... also, the hosting is amazing given the low lag and jitter...
Posted: Tue Jan 01, 2008 1:57 am
Wow, amazing map! I love the tracks and how they speed you up
go Michigan State!
Posted: Tue Jan 01, 2008 8:42 pm
It needs a few walls on the shore and on the islands in the river to hide behind though.
how about another fox hole somewhere along the shore too.