Forsaken Island
Forsaken Island
The whole level was moved to the top of Death Island.
There is a base in the middle which is used for more focused combat. On the roof there is an area for snipers\combat to get to enemy's teleporter.
There is a bridge linking two sections of the top together.
It supports:
Slayer
Team Slayer
CTF
Oddball
King of the Hill
There are weather effects.
There's a couple of easter eggs as well.
It's solely a PMI mod with the exception of a few weapon edits and effects. That means no skins, and no CE content. (I made this for DeadHamsters competition)
Video:
http://www.youtube.com/watch?v=NzVzX17nkYA
Pictures:
If there are any bugs and such, it would be appreciated if you post them, and I'll fix them as soon as I can.
- Attachments
-
- Forsaken Island.rar
- Death Island mod
- (7.19 MiB) Downloaded 30 times
- NotZachary82
- Posts: 644
- Joined: Sun Oct 28, 2007 9:15 am
- Location: TX, USA
- guysullavin
- Posts: 1542
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- Location: Niagara-on-the-lake
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Weaponry changes, you can make realistic improvements to weapons projectiles, effects and other things among those lines which wont kill the gameplay, or if you feel more confident reinvent the gameplay as I did. you can add new effects to make the gameplay more realistic, look nicer without going into really advanced stuff.JK-47 wrote:How so? I'd be willing to go in and change a few things.tucker933 wrote: I like it but it could use more work. There much more you can do to mix up gameplay.
Alright?guysullavin wrote:this is what i'd call an advanced log mod.
You can do quite a bit of more tag work, while you got the layout of the map down very nicely, that's not all I look for in a mod.
Mix up the gameplay a bit, think outside the box. Your on the right track, but the mod doesn't feel finished to me.
I don't know if you played my latest mod, but if you noticed there was ALOT of tag work. Particle effects, projectiles that behave differently under different circumstances, weapons means for support which could brutally disorient and damage for a set amount of time, but not kill. They don't directly contribute, yet indirectly contribute, it mixes up the gameplay, while having spectacular effects immerse the player in the gameplay.
AMD Phenomist
Much appreciated.tucker933 wrote: Weaponry changes, you can make realistic improvements to weapons projectiles, effects and other things among those lines which wont kill the gameplay, or if you feel more confident reinvent the gameplay as I did. you can add new effects to make the gameplay more realistic, look nicer without going into really advanced stuff.
You can do quite a bit of more tag work, while you got the layout of the map down very nicely, that's not all I look for in a mod.
Mix up the gameplay a bit, think outside the box. Your on the right track, but the mod doesn't feel finished to me.
I don't know if you played my latest mod, but if you noticed there was ALOT of tag work. Particle effects, projectiles that behave differently under different circumstances, weapons means for support which could brutally disorient and damage for a set amount of time, but not kill. They don't directly contribute, yet indirectly contribute, it mixes up the gameplay, while having spectacular effects immerse the player in the gameplay.
I'll do that when I get the time.
Not a problem, good luckJK-47 wrote:Much appreciated.tucker933 wrote: Weaponry changes, you can make realistic improvements to weapons projectiles, effects and other things among those lines which wont kill the gameplay, or if you feel more confident reinvent the gameplay as I did. you can add new effects to make the gameplay more realistic, look nicer without going into really advanced stuff.
You can do quite a bit of more tag work, while you got the layout of the map down very nicely, that's not all I look for in a mod.
Mix up the gameplay a bit, think outside the box. Your on the right track, but the mod doesn't feel finished to me.
I don't know if you played my latest mod, but if you noticed there was ALOT of tag work. Particle effects, projectiles that behave differently under different circumstances, weapons means for support which could brutally disorient and damage for a set amount of time, but not kill. They don't directly contribute, yet indirectly contribute, it mixes up the gameplay, while having spectacular effects immerse the player in the gameplay.
I'll do that when I get the time.
AMD Phenomist
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
- HPDarkness
- Posts: 1925
- Joined: Tue Mar 22, 2005 6:57 pm
- Location: Boston
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