Hellfire by Akira on November 18, 2001

Capture the Flag Volcanic Clear Client Side Custom Textures Custom Shapes Night

Banish Firestorm back to the DM servers where it belongs! Multiple routes for all armor types, plenty of cover, and plenty of targets. Utilizes power dependent spawnspheres.

Note: You must have Devil's Elbow [From the Dynamix Final Map Pack] installed, as the sky was used in this mission.


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by Mercen4ry on November 18, 2001 · Rating:

Wow Akira, very very nice. Let me go down the list and give you the pros and cons: *Pros* Very nice effect through use of the Devil's Elbow skybox and custom particle emitter (which btw does not kill FPS). Nicely made custom buildings and utilization of the custom flag stand you made so far back. This map is best suited for flag runners, snipers, and the occasional fireside duel (30+ ppl). Of course, that isn't an A+, and here's why... *Cons* Well, while I love the effect of the custom bases, there is a small problem with tossing the flag anywhere around the base (i.e. the flag will stop dead and just hover), maybe the map needed a beta test or two? Next, there's a small quirk with the lava (was it intended?) where you get burned half way down due to the "Remove Wet Edges" tab on the other lava blocks being set. While it is a nice effect in conjunction with the emitter, I would love to fall all the way down :). And finally, this is a tactics issue more than anything else. While the flag is set in the open, it is surrounded by many walls, making spider clamp defense far too easy to stop the basic capper. For what it's worth, I would say move the forward wall for the Storm (Diamond Sword) just a little more away to chop these spider clamp oportunities in half and force a true defensive strategy. Well, that's my two cents. Beyond my quirks with the map, it is worthy of another spot on the top 10 and another MotW. How does Akira do it? :)

by Akira on November 18, 2001 · Rating:

I will send Bytor a fixed vl2 to rememdy the floating flag. The lava effect is intentional. The walls are part of the base [it's all one structure], which means both base areas are identical. However, the flastands might be off a tad...I will check that before I send in the fix. The abundance of walls and surfaces around the flag does make spiderclamps easy and lethal to a basic capper, which is a good thing, IMO. A basic capping team, however, should have no problems finding and creating opportunities to get away with the flag. In all honesty, you can create a more effective spiderclamp setup in Firestorm...but of course, it can be attacked by enemies without them having to leave their base. Thanks for for the feedback..I'll try to get those fixes in before Bytor posts it.

by Mercen4ry on November 18, 2001 · Rating:

In that case, Bytor should change my grade to A+ (b/c it won't let me from here). And I was going to mention the flag stands being off a hair, but I didn't want to sound like a complete ass here. :)

by Akira on November 18, 2001 · Rating:

Nah...an A is great. And while I don't always find myself agreeing with you, I do value your input and place alot more wieght on your comments than you might think :o). Heck, you got me to retool the Insurgence base!

by Mercen4ry on November 18, 2001 · Rating:

I did? Well lol. I highly respect what you have done with that base, esp. after spending 4 days making the first part of a starwolf bunker on my own (and I still hate how it looks). Tell me, how long does a base like that typically take to make?

by Akira on November 19, 2001 · Rating:

Too long...it probably took me a week just to do a general layout of the lower half. Truth be told, I probably spent 50+ hours on the base. I could have done a better job, and should have used LODs in retrospect, though I use them now. Oh well, live and learn :oP.

by TseTse on November 19, 2001 · Rating:

If you thirst for the fast-paced action, then this is a a true carnival you don't want to miss. Truly a uber-fast map, Hellfire is a comprehensive vulcanic environment awaiting capping frenzy. The only thing possible missing or "off" about this map is the lack of mind bending sound that I would expect being so close to such a lava gushing event. Even if fast-paced isn't your gig, you'll still enjoy the experience for a short time. Stalemates should be short, since both flag carriers won't have too many places to hide...

by SylockAssassin on November 19, 2001 · Rating:

yes i have to agree with merc not in the critism but in the fact that having told the things wrong will only make the map a better play. i truly love that u don't slap maps on , mess with the terrian, then call it day. its ur dedication that i admire i hope u continue ur hard (long 50+) hours on the maps u mak. btw i can't seem to find any server playing insurgence which makes me mad if anyone knows please reply. anyways i gave u an A+ for ur design, ur creativity, and because u made the map ;) keep it up the mapping/t2 community really loves it.

by Deathscythe~40 on November 19, 2001 · Rating:

WOW! just plain WOW! they took the words right out of my mouth...i just have to say that Akira is the worldcraft GOD! Well freakin' done! :D

by Alundra on November 19, 2001 · Rating:

WoW! Akira did it again, a advanced version of the original Firestorm, This map is one of the best again... Great job with the Custom buildings, and partical emiter, looking smooth, sigh I only wish I could work worldcraft.

by )(ypersonic on November 19, 2001 · Rating:

A++++++ and some. Amazing map, with strong HO routes, great gameplay, in addition to the utterly stunning graphics and beautiful strucutes.

by Laundry on December 2, 2001 · Rating:

very cool map, I love the giant flare thing in the middle. Flag is perfect, in an open area, yet behind the giant wall to prevent sniping. I love that flag stand too, way to pay attention to detail. Keep up the good work :)