This level is based on the Marathon netmap Wrath No More. Currently the layout is almost exactly the same as Wrath No More, but I've changed the name to Rage No More in anticipation of more significant changes to make the map more suited for Invasion. Weapons and pickups and all that are obviously different, and the Marathon: Infinity textures are from the M:R project.
There's still a number of small-medium things I'd want to do before having this put on the server, but I'm going to post the link for anyone who might want to take a look at it and provide feedback. Right now I'm inclined to think it's too small for 22p, so I want to open up some of the currently unused space in the level. On the other hand, it does have some nice nooks and crannies which I see as being good bases of operations without being entirely safe. I'm also planning on opening up the sky area a lot more, but at the moment it's completely unfinished, so I blocked it off.
Current version: DM-INV-RageNoMoreE Download
DM-RageNoMore
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Last edited by DW_WailofSuicide on Tue Aug 07, 2007 2:54 am, edited 2 times in total.
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Hmm...file doesn't seem to be there...when I click your link, Wail, I get the de rigueur ad page, then it dumps out to the Filefront home page. Doing a search did not yield up the file.
KKat

KKat

Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
I really like the design of the map! Although it's small, that's kinda what I liked about it... Lots of corridors really opened this map up and after playing a few rounds, I was beginning to enjoy the flow of the map and how easy it was to navigate around the map and survive.
Was getting lower FPS than usual, some of the weapons were missing and the target painter didn't work, but I'm sure you knew all that. Could use a bit more lighting in places, different textures and could be a bit bigger and more complex, but other than that, I'd be more than willing to vote for it if it were in the map rotation.
Thank you for sharing that map; it was a breath of fresh air amongst all the big-box maps out there.
:happy11:
Was getting lower FPS than usual, some of the weapons were missing and the target painter didn't work, but I'm sure you knew all that. Could use a bit more lighting in places, different textures and could be a bit bigger and more complex, but other than that, I'd be more than willing to vote for it if it were in the map rotation.
Thank you for sharing that map; it was a breath of fresh air amongst all the big-box maps out there.
:happy11:
Dyslexics are teople poo.
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Thanks for the feedback Painless.
-On FPS: I can imagine it's low, I haven't done any optimizations.
-Lighting isn't finalized, nor the geometry, but I figure the rough outline is good enough, considering some of the maps that are already running.
-Still planning on expanding it some, both outwards and upwards, but that'll be for future versions.
-On FPS: I can imagine it's low, I haven't done any optimizations.
-Lighting isn't finalized, nor the geometry, but I figure the rough outline is good enough, considering some of the maps that are already running.
-Still planning on expanding it some, both outwards and upwards, but that'll be for future versions.
Sounds excellent! Got a good feeling about this one... not sure how to explain it, but a good map doesn't need an explanation. :cheers:WailofSuicide wrote:Thanks for the feedback Painless.
-On FPS: I can imagine it's low, I haven't done any optimizations.
-Lighting isn't finalized, nor the geometry, but I figure the rough outline is good enough, considering some of the maps that are already running.
-Still planning on expanding it some, both outwards and upwards, but that'll be for future versions.
Dyslexics are teople poo.
Definately looks promising. How it copes with being on the server will depend on how you do the path nodes because it could end up with a big spam fest in the center. Saying that, the new bio monsters add a new level of gameplay because it's so difficult to just hide on the edges. I love the corridors and being able to run from window to window is pretty neat - especially on the last wave. The water is a nice feature too, would like to see something at the bottom though, perhaps an entrance to another corridor?
I'd like to suggest that it be opened up purely vertically as opposed to wider because it would add some much needed variety to the big flat maps out there.
But that said, looks good and I hope to see it on the server soon!
I'd like to suggest that it be opened up purely vertically as opposed to wider because it would add some much needed variety to the big flat maps out there.
But that said, looks good and I hope to see it on the server soon!
Me likey, me likey! I knew this map had potential. So many corridors, so little time...d2frob wrote:The water is a nice feature too, would like to see something at the bottom though, perhaps an entrance to another corridor?
Dyslexics are teople poo.