1 year ago:
This and ctf_darktower are two flat/cel-shaded maps, but this one is brighter and a little more expansive with more vertical gameplay than Darktower. (In my Darktower review, I mentioned dm/trade_psykopat 1 & 2 as well.)
I find this map to look astonishing in its simplicity, without resorting to dev filler textures (which I don't mind either, Orange maps and alpha versions are sometimes better and more optimized than heavily textured ones). Cartoonish but also tricky for the eye, which is used to shading and shadows. Love this map and most of our players have reacted positively. It's gonna stay on our perma rotation for now.
Our server IP:
If an admin's on we'd be happy to run it for you after our current match is over. It's up 24/7, 24-man server, and we're always looking for cool new players.
If the owner (me, Steam name "dad") isn't on, explain to Xtream, St_Min, or anyone else that you're here to test out the map. If they're rude pissants just drop me a PM.
9 years ago:
Posted by FeartheMango
...To much Emphasis on jumping, add more stairs etc. I also found a couplae of floating boxes aswell.
Thanks for the input, first of all!
I can't really think of any way to reduce the jumping besides turning those three floaty pads into a solid walk way, which I might do. I had the solid walkway to the sniper box as jumpy pads too, but changed them so you wouldn't fall to your death. The 'second level' already has a ramp up to it, and there isn't really any other places to put a ramp.
And I had to make the boxes float a little, or else the faux-cell shading wouldn't work. So I decided to emphasize the floating boxes in a couple places (Like the arch of boxes), and make the pillars and roofs float, as well as adding those floaty jumpy so it didn't seem like the floaty boxes where accidental.