@MultiLockOn New teleporter location on Spellbound is getting zero traffic lol. Need to move it again.
That's not necessarily a bad thing. Just means your map is balanced without it if it was needed people would be using it. I could be totally wrong though lol I felt like anywhere along that bottom path would be viable
I think the tele will get some play for oddball. Oddball is going to be the **** on this map. Thanks @SH1FTY @Doctor Squishy @Phuria @Sethiroth @DarklingNinja for helping me test today.
For those who're interested, I finally managed to make a playable version of the map I've been showing work of previously. Unfortunately, I had to pawn my Xbox so I wouldn't get kicked out of my house. I'll get it back soon though. On topic, the map in question is called Sentenced, and it's currently in half-blockout half-art form. I'd like people to download it from my FileShare (The S0UL FLAME, "O" is a zero) and check it out and/or play it. 4v4 Slayer only for now.
Thanks @Doctor Squishy, @J A Y and @Sitri for the 2v2 lobby. Jay's shot is ridiculously crispy. Don't think I won any 1v1s against you. I learned a lot about Spellbound. My pacing in Slayer is playing considerably slower than I anticipated, so I think i'm going to be squishing the sides of the map in a lot more. I'll also be adjusting some cover and perhaps looking into knocking out some pathing to redirect flow into the center atrium. Pick ups also need some work. OS goes ignored for a lot of the game and Beam RIfle doesn't seem to pack enough punch for the map. I'm hesitant to put something more explosive, but I do think there need to be more incentives scattered throughout. It's a pity because I like the light weapon set; nevertheless, the map needs what it needs and I'm prepared to shuffle stuff around to get it playing the way I want. First step, removing some rocks (and patching some very obvious exploits).
Thanks for pointing out that my Empyrean (Orbital Space Elevator Map) could potentially play infection. I definitely should test it and see if it works sometime today.
Really, the beam rifle is too weak? :/ must've been some crazy games. Do what you gotta do man, just don't touch my play-ball rock crevice ahaha
The Beam RIfle is fine. I just had to do a lot of line of sight tweaking and scaling in the angles of the map. It's much MUCH cozier now and i think it'll help with pacing and locating players. I like the amount of playspace there is on the map, so i'd rather not start chopping off areas. They just needed some fat shaving ^_^ On that note, it's ready for more testing.. I think this version will be the most rigorously tested within the Alpha stage.
I have the main structures and the lighting pretty much done for my steel factory infection map (Still haven't thought of a name yet lol). All I need to do is figure out how to fill space on the ground floor in a creative manner. I dropped some images below.
I'd be very surprised if they actually added some sort of texture system. It's probably just a new block with that set texture.