Download: https://www.dropbox.com/s/27s8ixjs2u...ditor.pak?dl=0 (61mb)
This is a medium sized DM level, primarily created for free for all, but should be playable in a duel setting or even a 3v3 team showdown.
I've had the layout hanging around for some time, and after playing around with the new build, I decided to go back to it. Felt it was a good candidate to try my hand at using the Liandri (Outpost 23) art set.
The main goal was to keep the layout simple and straightforward, while allowing some interesting interconnected gameplay spaces. I'm happy with where it's at so I don't foresee many big changes on that front.
Mostly interested in feedback about it's viability in TSD and it's overall item placement at this stage.



Changelist
This is a medium sized DM level, primarily created for free for all, but should be playable in a duel setting or even a 3v3 team showdown.
I've had the layout hanging around for some time, and after playing around with the new build, I decided to go back to it. Felt it was a good candidate to try my hand at using the Liandri (Outpost 23) art set.
The main goal was to keep the layout simple and straightforward, while allowing some interesting interconnected gameplay spaces. I'm happy with where it's at so I don't foresee many big changes on that front.
Mostly interested in feedback about it's viability in TSD and it's overall item placement at this stage.




Changelist
Code:
Alpha 02 (14/02/2016)
- Moved Vest Armour up to the curved walkway in the room above it's previous location.
- Moved health vials from the curved walkway down to the room below.
- Adjusted floor geometry to allow better flow around the Bio Rifle area & removed the dodge ramp.
- Relocated the big jump pad from behind the Bio Rifle to the corridor beside it, allows a more direct air controlled jump to the Vest.
- Opened up the geometry above and behind the Rocket Launcher jump pad, providing more room for combat.
- Adjusted and fixed the crouch-slide gap from RL to Bio.
- Lowered the Flak Cannon pedestal and moved it's ammo up towards the center of the level.
- Large outer pillars in the Flak room made smaller, and glass windows have been installed.
- Double health packs in Flak room moved closer together.
- Collision fixed on battery/canister meshes.
- New curvy and lower poly wall mesh used throughout.
- Mesh work continued and BSP replaced in many areas.
- New colour scheme for trims, floors and various other elements.
- Many lighting tweaks and fixes (some temporary).
- Central courtyard and Rocket launcher transitional area meshed
- First pass navmesh
- First pass item placement
- First pass collision
- BSP shell complete
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