Well, it’s latest video about Project 1995 here, i promise.And now for you presented race map that inspired by this project and made by Gespent. Since first release i made over 100 fixes (it’s isn’t a joke) and now this map ready to be released. Link to the map you can see in the disciption and it’s one of the most nice maps that made by ISMC.
As i promised there is another video about our cancelled project that made in post-apocalyptic USSR style. My previous video made with using our old footages from Space Soldiers game (Tesseract fork that cancelled too) but this one recorded with using current maps for Red Eclipse. As i told before the project was launched in 2013 and used as a base Cube 2 Sauerbraten. The project was inspired by “Picnic on the Roadside” by Arkady and Boris Strugatsky and also by game STALKER. The setting was chosen appropriately. Initially, only the single-player mode was planned, but with the change of engine to the Red Eclipse it was decided to do the multiplayer part (Deathmatch, CTF ect). Hundreds hours spent to make our maps look real. Most of stuff made by Gespent but i take part in creating some stuff too.
Remake of one of the most recognizable levels from Doom (1993). Most of monsters placed in the same way as it in original E1M1.
E1M2 will be latter (maybe). Need to make some tweeks, like additing monsters, lights ect. Isn’t so much work but a lot in the same time. Link to the map will be posted when i will finish E1M2.
Note: This post contains traces of opinion
Lately there has been discussion amongst the FFA community about changing the Health Boost mechanic. With the current mechanic, it is possible and even common to have games decided by the 5 minute mark due to insurmountable health boost leads. This was the case in the deciding map of last month’s Sauer Duels final, as well as countless other tournaments throughout the years. In addition, because the pickup requires nothing more than for you to touch it and die, and because of its open position on many maps, there is a significant amount of luck that goes into collecting it. The health boost on tumwalk, where you can quickly rush it off of any spawn, is a good example. These two factors seem to many to be anti competitive, as they stifle the potential for comebacks, overweight the significance of the first few minutes, and lead to results being too easily influenced by random chance.