Mechadon
Member

Posts: 486
Registered: 12-06 |
Well, as far as tips for Instagib mapping goes, I tried my best to set a very loose set of guidelines in the original thread over at Skulltag: http://skulltag.com/forum/viewtopic...t=10728&start=0 (click on the 'reveal' button at the top of that very first post)
But basically if you've played any kind of deathmatch with a long-range, insta-kill weapon...try to build around that concept. I focused a lot of my mapping on sandbox type maps which have flowing, mostly outside areas with cover here and there as well as interesting sniping areas. Though I will admit there are a few maps of mine in there that are just your regular, run-of-the-mill DM maps. So you could actually get away with a regular DM maps as long as it doesn't hamper Instagib type games. The problem I had when I started this project was that some people interpret what's considered a 'good' instagib map differently than others. But yea, just read over those guidelines a bit and also I would suggest playing some Instagib to get a feel for it as well.
I really hope you can contribute something! I'll try to help you out as much as possible...so if you've got a question concerning anything in your map, feel free to bug me. I'll try to remember and upload the latest version of the resources. I think the one I had up is gone...it was out of date anyways.
Oh, while there's not really a set deadline in place yet, the project is considered almost done. Since you said you've got other projects in the pipeline, you might want to make sure you've got the time/patience to help out. Thankfully DM maps are a whole lot faster to make than other types of maps :)
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