de_sift (2) 
21 comments ***
If you made this tileset or one similar, PLEASE let me know
Hey,
Carrying on with the sift maps, (using the tileset I put together) this is de_sift2. (pretty obvious from the title)
De_sift -
De_Sift (1) (10)
Compared to sift1, sift2 has smaller map boundries, and a few more boxes, meaning the gameplay with probably close-combat stuff. I spent a lot longer this time trying to balance the gameplay, in fact I think I changed a particular pathway entrance about 12 times before I was finally happy with it (the top one, just below the T spawn).
Let me know what you think!
Screen 1: Map
Screen 2: CT spawn
Screen 3: Bombspot A
Screen 4: T spawn
Screen 5: Take a wild guess
If you made this tileset or one similar, PLEASE let me know
Hey,
Carrying on with the sift maps, (using the tileset I put together) this is de_sift2. (pretty obvious from the title)
De_sift -


Compared to sift1, sift2 has smaller map boundries, and a few more boxes, meaning the gameplay with probably close-combat stuff. I spent a lot longer this time trying to balance the gameplay, in fact I think I changed a particular pathway entrance about 12 times before I was finally happy with it (the top one, just below the T spawn).
Let me know what you think!
Screen 1: Map
Screen 2: CT spawn
Screen 3: Bombspot A
Screen 4: T spawn
Screen 5: Take a wild guess

Comments
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Thanks United,
I was thinking about removing the slightly useless pathways at the top. but seeing as the left side doesn't have much movement space, I just decided to keep them to balance out the spacing - I probably should've done something more interesting though.
The small-width corridors weren't planned or thought through, just randomly placed pretty much, just like the whole map. But it makes the shotguns quite useful to have there, again looking at the balance. So I think I'd keep those in to. These are just my personal opinions though, please don't be offended! :).
The ladder is a neat idea for the platform, I really like that, but I prefer the regular dust tile for that platform, not sure why, perhaps as a stylistic feature, but I probably won't leave it as a blank floor tile with dynwalls in next time when it comes to platforms like that.
Thanks a lot United, I appreciate the advice and hope I can perhaps deliver the same kind of advice to one of your future designs.
Thanks everyone, the support tells me that this new way of mapping (I guess you could call it that?) that I experimented with in the sift's was a hit, expect to see more like this in future!
I was thinking about removing the slightly useless pathways at the top. but seeing as the left side doesn't have much movement space, I just decided to keep them to balance out the spacing - I probably should've done something more interesting though.
The small-width corridors weren't planned or thought through, just randomly placed pretty much, just like the whole map. But it makes the shotguns quite useful to have there, again looking at the balance. So I think I'd keep those in to. These are just my personal opinions though, please don't be offended! :).
The ladder is a neat idea for the platform, I really like that, but I prefer the regular dust tile for that platform, not sure why, perhaps as a stylistic feature, but I probably won't leave it as a blank floor tile with dynwalls in next time when it comes to platforms like that.
Thanks a lot United, I appreciate the advice and hope I can perhaps deliver the same kind of advice to one of your future designs.

Thanks everyone, the support tells me that this new way of mapping (I guess you could call it that?) that I experimented with in the sift's was a hit, expect to see more like this in future!

It's really nice but:
there's some kind of useless paths at the top, near T spawn.
some corridors should be made 2x tiles wide instead of 1x due to those little boxes.
the platform/obstacle at A spot should have a little ladder by the right side, in that 1 tile that's on the right. Plus change the tile of the obstacle, don't make it just the same as the regular dust/floor tile.



@
3xuse: Thanks, but all 3 are different colours and angle rotations


http://unrealsoftware.de/files_show.php?file=12812
The first one was a dust2 copy. This one is much more original.
The first one was a dust2 copy. This one is much more original.