CASTLE LEMONGRAB
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- Server PW: nimrocks
- Rcon Access (F2): test4321
- RaiNy
- Posts: 97
- Joined: Sun Aug 03, 2014 4:46 pm
- Player profile: http://ddnet.tw/players/RaiNy/
- Mapper profile: http://ddnet.tw/mappers/RaiNy/
CASTLE LEMONGRAB
Castle Lemongrab
I like the dark style ^..^ Download: Cfg:
It´s a medium map with a few cool parts, just see the pictures. (random pictures)I like the dark style ^..^ Download: Cfg:
- Soreu
- Posts: 1371
- Joined: Fri Aug 22, 2014 2:47 pm
- Location: Poland
- Player profile: http://ddnet.tw/players/Soreu
- Mapper profile: http://ddnet.tw/mappers/Soreu
- Clan: GSP
Re: CASTLE LEMONGRAB
Logo as tileset? really? You used tileset which have gigantic potential, in a way that makes it looks almost ugly - just look at walls fill...
Same with background - if it wouldn't be overly stretched, it woul look better
//Nevertheless, even without such graphical improvements, overall still looks really good
Same with background - if it wouldn't be overly stretched, it woul look better
//Nevertheless, even without such graphical improvements, overall still looks really good
„Vince te ipsum” :3 | GSP Founder Honorary iMTGmember Graphic-guy | Website & Forum Team Leader (Ex) [ToP] Leader (Dead) Last truly active: Sun Aug 28, 2016 11:13 pm - having great DDNet in both memory and heart
- RaiNy
- Posts: 97
- Joined: Sun Aug 03, 2014 4:46 pm
- Player profile: http://ddnet.tw/players/RaiNy/
- Mapper profile: http://ddnet.tw/mappers/RaiNy/
Re: CASTLE LEMONGRAB
Yeah Tileset is buggy, don´t got it better. Maybe someone can fix the tileset ^^
The Background is okay in my opinion.
If someone want to fix:
The Background is okay in my opinion.
If someone want to fix:
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- Posts: 1838
- Joined: Fri Jun 06, 2014 12:20 am
- Player profile: http://ddnet.tw/players/Welf/
- Mapper profile: http://ddnet.tw/mappers/Welf/
Re: CASTLE LEMONGRAB
Did a testrun on it with dummy, i like the map, some new ideas in there, idk if people like it since some parts might be annoying
seems to be mod 3-5
thanks to Broken for literally doing nothing
seems to be mod 3-5
thanks to Broken for literally doing nothing
- Attachments
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- 1. delete this whole thingy if you didnt use it, reduce layer size
- screenshot_2015-05-21_04-20-40.png (1.13 MiB) Viewed 2801 times
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- 2. delete unused layer
- screenshot_2015-05-21_04-20-20.png (269.66 KiB) Viewed 2801 times
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- 3. red: remove this (dont need them) yellow: remove it here and put it to the other offswitches (people can stand there and block the laser)
- screenshot_2015-05-21_01-13-23.png (606.68 KiB) Viewed 2801 times
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- 4.is this fail? i can't get up? how does this part work?
- screenshot_2015-05-21_00-55-53.png (383.52 KiB) Viewed 2801 times
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- 5. idk understand this, you probably can remove it and shift the tp
- screenshot_2015-05-21_00-53-11.png (391.46 KiB) Viewed 2801 times
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- 6. make a gap between to tele, decide if they really should be on the ground
- screenshot_2015-05-21_00-51-22.png (506.3 KiB) Viewed 2801 times
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- 7. make a gap between to tele, decide if they really should be on the ground
- screenshot_2015-05-21_00-44-45.png (509.31 KiB) Viewed 2801 times
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- 8. you can mark them as hookthrough, you can hook through them :P
- screenshot_2015-05-21_00-41-40.png (606.31 KiB) Viewed 2801 times
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- 9. put them closer, you can jump between them
- screenshot_2015-05-21_00-39-06.png (576.1 KiB) Viewed 2801 times
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- 10. you can bug into each other, maybe more space?
- screenshot_2015-05-21_00-38-00.png (604.97 KiB) Viewed 2801 times
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- 11. idk understand the sense of this part, it seems to be not needed, because you already got grenade
- screenshot_2015-05-21_00-36-37.png (738.61 KiB) Viewed 2801 times
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- 12. entitie bug
- screenshot_2015-05-21_00-36-04.png (1.03 MiB) Viewed 2801 times
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- 13. entitie bug
- screenshot_2015-05-21_00-35-09.png (434.28 KiB) Viewed 2801 times
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- 14. add "entities off" sign
- screenshot_2015-05-21_00-34-08.png (410.19 KiB) Viewed 2801 times
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- 15. add "entities off" sign
- screenshot_2015-05-21_00-31-39.png (632.64 KiB) Viewed 2801 times
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- 16. you can bug into this, maybe remove all tele and freeze tiles
- screenshot_2015-05-21_00-29-49.png (721.57 KiB) Viewed 2801 times
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- 17. to tele shouldnt be on ground, add unfreeze
- screenshot_2015-05-21_00-28-55.png (557.14 KiB) Viewed 2801 times
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- 18. to tele shouldnt be on ground, add unfreeze
- screenshot_2015-05-21_00-18-04.png (562.18 KiB) Viewed 2801 times
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- 19. design bug
- screenshot_2015-05-21_00-13-53.png (364.3 KiB) Viewed 2801 times
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- 20. entitie bug
- screenshot_2015-05-21_00-10-10.png (673.19 KiB) Viewed 2801 times
- RaiNy
- Posts: 97
- Joined: Sun Aug 03, 2014 4:46 pm
- Player profile: http://ddnet.tw/players/RaiNy/
- Mapper profile: http://ddnet.tw/mappers/RaiNy/
Re: CASTLE LEMONGRAB
Fixed, can be released.
- RaiNy
- Posts: 97
- Joined: Sun Aug 03, 2014 4:46 pm
- Player profile: http://ddnet.tw/players/RaiNy/
- Mapper profile: http://ddnet.tw/mappers/RaiNy/
Re: CASTLE LEMONGRAB
Fixed fix.
Enjoy
Enjoy
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- Posts: 1838
- Joined: Fri Jun 06, 2014 12:20 am
- Player profile: http://ddnet.tw/players/Welf/
- Mapper profile: http://ddnet.tw/mappers/Welf/
Re: CASTLE LEMONGRAB
tested with mapper and ama, ready for release, 3 stars moderate
- Soreu
- Posts: 1371
- Joined: Fri Aug 22, 2014 2:47 pm
- Location: Poland
- Player profile: http://ddnet.tw/players/Soreu
- Mapper profile: http://ddnet.tw/mappers/Soreu
- Clan: GSP
Re: CASTLE LEMONGRAB
What about marking all types of stoppers instead of only one (might be nice to know that you can't go back) and since i'ts not for teams only moving TOteles from ground? (just suggestion, which i also mentioned good month ago)
„Vince te ipsum” :3 | GSP Founder Honorary iMTGmember Graphic-guy | Website & Forum Team Leader (Ex) [ToP] Leader (Dead) Last truly active: Sun Aug 28, 2016 11:13 pm - having great DDNet in both memory and heart
- RaiNy
- Posts: 97
- Joined: Sun Aug 03, 2014 4:46 pm
- Player profile: http://ddnet.tw/players/RaiNy/
- Mapper profile: http://ddnet.tw/mappers/RaiNy/
Re: CASTLE LEMONGRAB
You aren´t able to go back even if there are no stoppers. With the stoppers you can´t fail.
by the way, some teleporters have to be on the ground, because gravity is 0.
I think there is no need to fix it.
by the way, some teleporters have to be on the ground, because gravity is 0.
I think there is no need to fix it.
- deen
- Posts: 3575
- Joined: Mon May 05, 2014 2:30 pm
- Player profile: https://ddnet.org/players/deen/
- Discord: deen#5910
Re: CASTLE LEMONGRAB
Can you fix the logo? Logos should always be quads, not tiles. It looks pretty bad with tiles:
- Attachments
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- screenshot-20150528@121855.png (232.56 KiB) Viewed 2628 times
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- Lemongrab.png (187.44 KiB) Viewed 2628 times
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