Painkeep v3 - Blast your opponents with 3 times the Pain. Deathmatch mod - make other players "die." Disclaimer - this is a free product with no warranty - see disclaimer.txt for details. Number Six - welcome to the village.
During the lead up to the pk3.0 release I'll be giving a perspective on painkeep maps and some of my personal favorites
Several maps have been made in the style of dm4.
Both the appearance with the yellow rune embeds
and the wall / detail styling.
Pk12 seen here is my favorite for flow. Dm4 had
nice flow for 3 to 6 players. More could be a bit
crowded. This map has about 2x area and can
handle 10 players easy.
This map is great to play on - easy to navigate
but with enough branching path complexity to keep
it interesting. One trick feature is here: the
mega health sits on a pillar in a lava pit.
Jump over to get it and the pillar slowly sinks.
You have to practice a double hop to keep going.
The harpoon is needed to exit. The harp
can also be used to get the quad, grav well
and mega health.
The exit is also masked behind a shootable
trigger, so no accidental exits. (Should have
a fraglimit set anyway...)
This style, design and elements will also feature
in one of the hack maps - "x4c". The DM hack
maps will randomly configure chunks of this, dm4,
and pk10. Just like a box of chocolates, you
never know what path you will get.
One thing I want to find out is how the ever
changing DM space affects the play and flow of
the map.