You are sent to war-torn Africa to assassinate The Jackal, a mysterious arms dealer who has rekindled conflict between local warlords, jeopardizing thousands of lives. In order to fulfil your mission you will have to play the warring factions against each other, identify and exploit their weaknesses, and neutralize their superior numbers with surprise, subversion, cunning and, of course, brute force.

Description

Skytropolis pits players in a dilapidated sky metropolis plaza. There are effectively 3 levels players can use to traverse the map span, the top, leaving players exposed, the middle, leaving players with a little cover, and the bottom level, with plenty of cover beneath the floating metropolis. CTD and TDM puts both teams on opposite ends of the plaza, with the diamonds hanging perilously close to the edge of the sky. Diamonds are heavily protected by buildings, but can be made off with quickly once located; returning to base is another story. Deathmatch and Uprising are not yet supported.

Preview
Apocalyptic Skytropolis BETA
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f0u
f0u - - 270 comments

Damn! I can't download it!!

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zahlenbechk
zahlenbechk - - 218 comments

Oooh so it is a floating city eh. Unfortunate diamond locations by the look of this picture. I'll check it out. Try to get eagle to put it on his server if you can.

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HotNirvanaJudoTrend Author
HotNirvanaJudoTrend - - 180 comments

you can download it now. but it's not done, im still finishing up the sublevel... caught myself there, almost said "under ground" level XD

i keep imagining the city as being ground level, evne when im working on the sublevel and can SEE that hte ground is 1000 feet below!

anyways, yeah it's got work left to do, and i'll be updating it tonight when i finish the routes beneath the city.

you cant see them in that screen, but there will be a "back door" from the diamonds, however it will be a one way route from the diamonds. but you will still be able to get back up, just not near any diamonds.

they are hard to get to, easy to get away from :D

Edit: today it seems to be running more smoothly? odd... maybe i'll get a huge chunk of progress while you guys d/l and check it out... :D

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HotNirvanaJudoTrend Author
HotNirvanaJudoTrend - - 180 comments

with some of the progress im making today, im really wishing i finished this map over christmas... :( it coulda made runner up for WTF award :D LOL

or maybe im just full of myself... (omit or, omit maybe)

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HotNirvanaJudoTrend Author
HotNirvanaJudoTrend - - 180 comments

ROFL update: an entire section of the sub level path for UFLL was missing, completely and entirely missing! XD im glad i caught that! XD okay, so, i've about finished the underside pathways, fixed a few topside details, and added ammo boxes, however i dont like the ammo boxes... most of them are perfect, but the center of the map is kind of dry, so firefights topside might get tight on ammo, im not sure, only play testing will help with that, but im not going to start testing this map unless either eagle's already adding it to the rotation, or I/we can get some decent cover and detail, and the map can still run smoothly on my low end machine.

Making decent maps on a low end machine is tough, but in a way, it's rather rewarding! :D

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f0u
f0u - - 270 comments

You still have a lot of work with this one. I played it in a server with 6 people and i didn't killed anyone in 15 minutes. There's no texture under some blocks you know... you can't just let those like that!

You should also remove some buildings or block some entrances, people are getting lost! hahahah, I liked it though!

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HotNirvanaJudoTrend Author
HotNirvanaJudoTrend - - 180 comments

actually once i get some signs in, "lost" will be a little more fun, because you'll be able to "find" places.

im getting to the bottoms of the stairs. forget the textures on the bottom of the bottom level, people arent SUPPOSED to fall down there ;) besides, i still have optimizing yet to do. much of the sidewalks need more occlusion blocks and im not too enthusiastic about "fixing" the bottoms of objects. that's Ubi's fault, not mine. if I were making these objects, there wouldnt BE any invisible corners, sides, or layers. you'd effectively be able to interact with objects on all 6 sides.

but i didnt make anything in FC2 except maps. blame ubi for the bottoms of fort blocks.

i'll fix that after it's optimized.

Signs are a bore, and a chore. but once i get some signs in there, people should be able to tell dead ends apart from paths leading to a glorious firefight.

I'm glad you liked it though, i admire your maps really, so that really says something about this one! :D

i hope that once it's finished, it will be favored by Eagle's Nest's regulars :D haha

but uhhh... im actaully kind of confused as to how people are getting lost... there's only like 4 5 or 6 ways to get from APR to UFLL and ultimately there are only 2.

it's pretty straight forward, so i dont know how people are getting lost. you have to pass through the center of the map, that's the rule, you cannot play the map without following that rule.

if you go down, you pass through the cliffs at the ladders in the center.
if you go through the top, you either run through the tunnels in the center, which pass the cliffs, or you run across the top, which you can see the other team's freaking base!! HOW ARE PEOPLE GETTING LOST?!?


oh well, i'll add signs and see where it goes. what buildings are posing a problem, you think?

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