Author Topic: CTF - Defaultor Tomb v2.0  (Read 8274 times)

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Offline RatBoy

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CTF - Defaultor Tomb v2.0
« on: October 15, 2007, 07:11:24 pm »
CTF - Defaultor Tomb v2.0:

Map's Story:
The story tells about two brothers that a long time ago reigned over a kingdom together, they were in fact twins, they looked the same but they were very different. The kingdom was fine, the decisions the Defaultor brothers made were very opposite so they ended up doing a neutral thing for the sake of the people.

As they grew older, one of the brothers began to loose his head, and started plotting against his own sibling. This ended up in a constant battle within the brothers that caused the separation of the kingdom in two equal parts. But the peace didn't last, as the vicious brother declared war on his brother.

The war lasted until they both died, fighting each other in a cruel massacre. The new kings of each kingdom had nothing to do with the old two, since they had no offspring, then peace was finally settled between both kingdoms. The kings resolved to mourn the dead of the war making memorial catacombs, made specially simetrical for both brothers, and their close ones.

Comments:
My entry for TMS's second contest, defaultish themed. It had no custom scenery or texture work of any kind. I was making a new version of it to fix some of the problems, but I wasn't liking it at all, then it came to me the inspiration to rebuild it and release it as a new version but also a complete new map.

Special thanks to the guys at #soldat.mapping, for the tips, advice, test runs and all! ^^

Update v1.1: (13/12/2007)
This update was the one I was working on before redoing everything, I decided not to release it, since it's the same as 1.0 but with the polybugs fixed.

Update v2.0: (03/08/2009)
Finally I can unleash this beast. It took me a LOT of work, way more than any other map of mine, whole nights trying to make everything the way it was in my head.

You can see the map has a different layout than the previous, I've rearranged the routes so spray is not such a problem, also decreased the size of the map in every way possible (What I believe was a big problem with 1.0). I tried to clear any kind of polybugs I could find, there could be more but that will be fixed if found. Also made more simple the walking line as pointed out by Suowarrior to gain a smoother gameplay.

In terms of graphics defaultor is also all new. Gave it a catacomb kind of theme, full of strange architecture and skeletons. All sceneries were made by me with polys, then converted to png with Photoshop. You can see some shrine thingies at flags and in the middle a whole watery zone. Some actual stuff, like generators, lights and bridges placed by an archeological team. (Just justifying in case someone was planning on asking xD).

Waypoints have been remade, started to make them from scratch but remembered that I hate them. But luckly for you, zakath made some awesome waypoints for this map, use them with care!

Well then, hope you see it, play it and enjoy it as much as I do, I've been going in and out of mapping lately, but this one gave as much joy as trouble, so please be nice with it xD

Overview:


Screenshots:



Concept:

Information:
Polygons: 2195
Scenery: 370
Spawns: 30
Colliders: 21
Waypoints: 496
Connections: 478
Dimensions: 4608x1824

Aditional Credits:
Vegetation Scenery Pack by VirtualTT (virtualtt@gmail.com)
Light Scenery Pack by SERIAL KILLeR (www.skmods.tk)
Bot Waypoints by zakath (zakath@hhcrew.net)

Download Links:
- The Mapping Showcase (ZIP)
- 4shared (RAR)
« Last Edit: August 20, 2009, 05:52:19 am by RatBoy »

Offline Eagles_Arrows

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Re: CTF - Defaultor v1.0
« Reply #1 on: October 15, 2007, 08:33:01 pm »
It doesn't look defaultish to me at all. :-/

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Offline Master Chief43

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Re: CTF - Defaultor v1.0
« Reply #2 on: October 15, 2007, 09:37:37 pm »
I think the name is suppose to go wit the story he gave... right? anyway... NICE MAP! your work is really good... hope you make a tw map soon hehe
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Offline Suowarrior

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Re: CTF - Defaultor v1.0
« Reply #3 on: October 16, 2007, 09:22:37 am »
Well comparing to asteroids this is developing. But at first don't use that amount of polys on playground (on walking line), the moving wasn't smooth cos of that. Also those thorns on roof should be "don't collide". Also the spawns were a bit weird, they were everywhere. This one was pretty playable, but also a bit boring to play on. And the bots were gathered on the bottom way so waypoints need some fixing... Nothing special but playable.

Offline Shadow G-Unit

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Re: CTF - Defaultor v1.0
« Reply #4 on: October 16, 2007, 06:11:14 pm »
Cool map, but it would be nice to have A LITTLE more detail.


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Offline blackdevil0742

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Re: CTF - Defaultor v1.0
« Reply #5 on: October 16, 2007, 06:37:52 pm »
Well shaded and all but it's so empty.

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Offline Avarax

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Re: CTF - Defaultor v1.0
« Reply #6 on: October 17, 2007, 05:15:04 am »
You have a wrong understanding of "defaultish" :P

Layout is fine but very generic
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Offline Kagesha

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Re: CTF - Defaultor v1.0
« Reply #7 on: October 18, 2007, 02:13:03 am »
I like the story the map is nothing to fascinating.

Offline RatBoy

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Re: CTF - Defaultor v1.0
« Reply #8 on: October 18, 2007, 07:51:05 pm »
Oh well, at least I gave it a shot =\

Thanks y'all for your comments ^^

Offline As de Espada

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Re: CTF - Defaultor v1.0
« Reply #9 on: October 19, 2007, 08:12:36 pm »
Maybe you misunderstood default with clean/simple
The scenerys are very default, but the polys aren't :(
You should upload an OV with the scenerys ;)
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Offline Demonic

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Re: CTF - Defaultor v1.0
« Reply #10 on: October 20, 2007, 10:02:54 am »

Offline 1221995

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Re: CTF - Defaultor v1.0
« Reply #11 on: October 25, 2007, 07:36:55 pm »
cool, i mite try this out ;)

Offline Laser Guy

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Re: CTF - Defaultor v1.0
« Reply #12 on: October 26, 2007, 12:32:01 pm »
good map, especially for rats :D
Text goes here...

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Re: CTF - Defaultor v1.0
« Reply #13 on: October 28, 2007, 08:07:44 am »
This isn't a bad map.  I like it.  It just seems bland and empty is all.  And some areas can cause spray problems like Demonic pointed out, unless those polygons are only players collide.  Also the polygon count is slightly high, cut it to 800.  Overall, its still a great map.

Offline RatBoy

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Re: CTF - Defaultor Tomb v2.0
« Reply #14 on: August 03, 2009, 02:02:08 am »
New version is finally up guys, details on the main post =)

Offline F4||3N

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Re: CTF - Defaultor Tomb v2.0
« Reply #15 on: August 03, 2009, 03:16:02 am »
Two years later. LUL!

Offline F4||3N

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Re: CTF - Defaultor Tomb v2.0
« Reply #16 on: August 03, 2009, 03:57:55 am »
Why the f*ck did I receive a warning for that?
He updated a nearly 2 year old thread instead of creating a new topic.
I thought I'd point that out.
I don't see how that is spamming.

And 4 minutes later? O.o I think someone is bored!

Offline echo_trail

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Re: CTF - Defaultor Tomb v2.0
« Reply #17 on: August 03, 2009, 04:05:52 am »
I must say that's quite an update, mate. I'd say the map as a tad too big, but it makes up for it in quality. Well done, brudda. Well done indeed.
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Offline RatBoy

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Re: CTF - Defaultor Tomb v2.0
« Reply #18 on: August 03, 2009, 11:24:47 am »
Why the f*ck did I receive a warning for that?
He updated a nearly 2 year old thread instead of creating a new topic.
I thought I'd point that out.
I don't see how that is spamming.

And 4 minutes later? O.o I think someone is bored!

Dunno about that warning, but I updated a 2 year old topic since it's the same map I'm updating, I like to use the same topic to keep a progress of the map evolution and keep alive comments and stuff. Why don't you get a look on the map and tell me what you think instead of worrying about dates ^^

Offline Suowarrior

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Re: CTF - Defaultor Tomb v2.0
« Reply #19 on: August 03, 2009, 12:53:32 pm »
I tend to bash this sort of maps, since usually such heavy background work blinds me in game. This time the bg is made very patient and it's not disturbing me at all. Also the layout works pretty cool way, okay small minus comes from multiple hiding spots behind supports, but I can live with that. The layout itself isn't bringing much new ideas, but for sure it's using old ideas good way, that's making it wonderful public map. Shame that bg causes some fps problems in bad computers, but that doesn't change the fact that I'm looking at the coolest look of the year.