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Inertia Slips One In...
Inertia (you might remember him from such feature presentations as "An 18 Page Treatise On How To Camp The RA In Aerowalk") has just released his deathmatch map named 'Slipstream'. It is designed for 1on1, 2on2, and 3on3, and has been shown to be fit for competitive play.

Screens here:
http://www.qwplayers.org/inertia/slip1.jpg
http://www.qwplayers.org/inertia/slip2.jpg
http://www.qwplayers.org/inertia/slip3.jpg

Download:
http://www.qwplayers.org/inertia/slip.zip

He says: "Thanks to everyone who made this possible! Its been a fun ride, GG."
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And It Must Be Said... 
...this one looks pretty cool. Designed for pure gameplay first (I'm sure the 150 different ways to fall down holes to lower levels with considerably less ways back up serve some great purpose for competitive players), and then with some nice designs and details layered on top, it looks a good one to me. For an idbase map :P. 
^^ Seconded 
Congrats to inertia, I know you worked real hard on this making sure it was perfect. The final version came out really well! Good job. 
Eh 
Layout and build wise it looks interesting and well, Aerowalk inspired.

But like I said before you released it, I think there should've been more texture variation. It's a bit easy to lose yourself in the layout. 
Well, 
getting lost is not as big a deal in DM as it is in SinglePlayer 'cause there is always somebody trying to find you.

Nice one, inertia 
Phait 
The layout is actually incredibly simple to follow. It could be because I've tested it a whopping 23 times (I made that number up) but I picked up on the layout quite quickly. I do think it could stand to be more detailed, but it's absolutely fine the way it is. Nice one! 
Actually 
I found that if you look carefully, there are a lot of simple but effective details that a frenetic DM player might not notice. Recessed strip lights, ceiling fans, little holes cut into the floor so you can see the action under you. Though in a map like this the gameplay obviously comes first, there's some neat stuff if you look carefully. And, the only place where the monotonous texturing really annoyed me was the main atrium; it appears from shot 2 above that inertia added a horizontal recess that spiced things up just a little bit, compared to the beta I saw a couple days ago.

So, congrats on finishing the map, inertia. 
Indeed 
I haven't played it, although I'd like to, but congratulations are indeed in order for finishing this thing. Well done. 
Hard Coring 
Mappers here complain about the looks of many dm maps. Well, as a (ex-ish) dm player I can complain back about some func-mappers' dm maps - they are too complex and detailed so it's hard to see the shapes or the enemy. Take for example uzul which has far too strong textures or scampie's ikbase dm map (not scampdm1, which is perfectly fine) that is too detailed for good dm in my opinion.

Inertia was aiming for a hardcore feeling for this one. I haven't tested the latest version, but I'm certain that although it might look a bit monotonic on the first ten times, it will probably grow on you after about 30 rounds.

Maps are like food - you can eat some little strong-flavored candy every once in a while but the main courses always have much weaker taste since you have to eat much more of that and you'd get tired of the same strong taste.

Minimalism on purpose.
Yeah whatever, sorry for posting all this crap. I hope you get the idea anyway. 
Balbuz: 
we assumed high-contrast textures were safe becuase players all used picmip 100. 
Bambuz 
so, the perfect map is cube rooms with no textures? so we also stop putting items in maps too so they're 'balanced'? wouldn't want anyone to get an 'unfair' advantage! 
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