This utility will let you assign floor & ceiling heights without having to first set them up in a level editor!
Its actually a template level which you start out with and you create your own level in it.
The height range is from nearly -32 WU floor to 32 WU ceiling. Its like having height presets for 64 flights of stairs in a starship or building, or a resolution of 512 map elevation contours for your giant outdoor hills, valleys and pools of liquid. Hey, maybe both. There are as many ceiling settings as there are floor settings, so there's room for that underground cave system of yours too!
The included Read Me explains how to first use the presets and later how to delete the preset polygons, if need be.
See the description.
Having adopted my own creation from the Orphanage, I submit "Elements 2 Beta". This netmap pack is hostable in the usual way and will also allow nethopping, which does seem to work. Since the map was made before A1 was around, I'd be curious as to how well the levels play using a PC; they do work on Macs. If playing A1 Infinity, all levels are playable. Note that "Speed Bump" has at least one platform which causes a player to be in constant motion; die there and you will not be able to respawn. Also note that the Jjarro level's central open area is easily accessible, yet there is no way out of it except for grenade or rocket hopping or dying. ;-O If playing A1 M2, the Jjarro level will crash the game. (The Goo level will also crash since there is an SMG hidden in the level :-) The levels were built for speed rather than looks (although most look and sound pretty good). Once the bugs are edited out, it may be released as "Elements 2". Enjoy!
As one who's made a few Infinity and 3rd party maps before, I've just come from playing the first level and the first part of the next. The level design and texturing looks good so far. I like how you put in secrets right from the start (won't spoil it).
Music is good. As for using existing assets; if the creators don't have a problem, I don't.
Glad you haven't thrown endless perpetually respawning Pfhor at the player; I tossed a scenario into the trash for doing that number on me.
Only suggestion so far is that the environment outdoor lighting (and shadowing) could be a little more detailed.
Its nice to play fun levels, and so far Phoenix has them!
Glad to see that among any of Tim's texture enhancements are those also done by volunteers for the old A1 Texture Enhancement Project. I contributed some through Jesse Simko several years ago; the water set door texture was my favorite.
These are fun to see in game now that A1 is much more fully developed.
Keep up the good work.