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LemonMeister

Friend of xG
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About LemonMeister

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  1. There are no spawn rooms, there are no items except for a resupply cabinet in the middle of the map, and the entire layout is only two strips of concrete, a room with a locker in it, and water. It's hardly even a map.
  2. So, it's been decided between me and @Aegean that Celadon City will be the location of choice. The question now, is which iteration should be made into a map? Gameboy, or GBA? I'll leave a strawpoll here: [MEDIA=strawpoll]14077521[/MEDIA]
  3. I was thinking about having two spawn huts actually. Yeah, it would make a slight deviation from the original layout, but which is better, accuracy, or playability? ALso may add some type of obstacles or something to help block the road and make clear sniper lines less clear. Also most of those sniper lines you drew seem pretty avoidable with slight cleverness, none of them really cover any unavoidable terrain.
  4. Has Celadon City been considered? The area's already sort of sectioned off, so no awkward boarders will have to be made, and not a whole lot of clear lines of sight for snipers. The buildings are simple, so they won't take up a whole lot of resources, which can then be allocated towards adding challenges, puzzles, mazes and whatnot, which can be easily hidden within all those buildings. Plus, it has that gen 1 nostalgia that we all love so much.
  5. So I don't know what this 'sand' thing is, but here's my proposed solution. Inside one of the mazes/obstacle courses/whatevers that you're all wanting, I'll put a secret, even HARDER puzzle, and there, you MIGHT have the chance to hear sand. How's that sound?
  6. Alright, so some people feel really strongly about having a music room, and some feel really strongly about NOT having one. I think the best course of action would be to have a type of party room with music, however, the music will only be able to heard when inside that room. For the sake of a challenge, perhaps said room should be put at the end of some type of maze or obstacle course.
  7. Since there's such a divide about music rooms, I'm thinking that it may be best to just not include one at all. I'm not really keen on them either.
  8. You know, looking at this, it my be one of the better options. Not too linear, has lots of potential for secrets...I like it.
  9. Minigames sounds good. Something akin to Neonheights?
  10. For the sake of keeping things more manageable, could we keep this pre-3DS?
  11. A heads up as far as things "looking like goldenrod", it should be noted that I'm gonna be making this map in a more TF2-esque style, so no matter what you pick, it'll look different. Also, for sake of gameplay, there'll be more to the map than just recreating a location. Will have added paths, secrets, etc
  12. @LAN_Megalodon Castelia City would be a rather daunting task to make in the Source engine, as everything's on a grid. You can imagine what it would be like trying to make a circular city with buildings at every angle.
  13. While I don't have a properly made portfolio, here's a few WIPs I've done in the past. None of them were finished, I didn't really have the drive to make these kinda things for just myself alone to enjoy: [MEDIA=imgur]a/2GgJ2[/MEDIA] I have made a couple gmod prop hunt maps in the past before to completion, if you'd like a look at them: Steam Workshop :: Ph_MotelBlacke_Redux Steam Workshop :: Ph_Citrus_Shipping
  14. Sorry, I'm back. As far as fees go, I don't have a flat rate, I typically charge based on complexity and size of the map. To make something like say, trade plaza, that's a 30 bucks ordeal. For gamemodes, I'll do standard TF2, plus trade/deathmatch. I may do other custom gamemodes as well, but I'll have to be shown the GM first.
  15. I'm a mapper familiar with the Source engine, and more specifically, the TF2 version of it. I'm looking to potentially work with your servers, and make custom maps for fair, reasonably cheap fees. Please send a message if you're interested in this offer, and would like to discuss further!