Author Topic: ctf_Paradrop - Updated (v2)  (Read 5733 times)

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Offline KamikazeDuck

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ctf_Paradrop - Updated (v2)
« on: November 27, 2006, 04:16:16 am »
ctf_Paradrop - waypointed
By KamikazeDuck


A WW2 map where teams must fight off enemy parachuters who spawn behind enemy lines to take the flag.

Offers nice tactical gameplay, there are no jets (though it isn't trenchwar) so the battle needs to be won on both sides of the map for the flag to make it back to base. Due to the spawn placements, when there is enough players, there are usually 3 battles going on at once: at each house and in the river.

I made the polygons/layout of this map a while ago but I lost interest. After seeing that beautiful scenery in VirtualTT's tw_Battlefield I had to use it. Thanks VTT!

Version 1 Screens

Edit: Updated to version 2.

Changes:
- house backgrounds changed
- polybug fixes
- extended fields and added 2 small hills for cover
- small shading and scenery changes to original sections of map
- rewaypointed for new areas
- parachute spawns are less concentrated

I can easily add/take away aspects of the map so I'm still open to suggestions.



Download for Version 2 attached.

Note: This will overwrite the previous version.
« Last Edit: November 29, 2006, 07:05:52 pm by KamikazeDuck »
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Offline Toumaz

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Re: ctf_Paradrop - waypointed
« Reply #1 on: November 27, 2006, 06:08:47 am »
Wow, now here's a cool idea. I'll grab it to try it out and comment on gameplay later.

Offline Avarax

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Re: ctf_Paradrop - waypointed
« Reply #2 on: November 27, 2006, 08:58:09 am »
gorgeous, the houses could use a better background though.
I like to have one Martini
Two at the very most
Three I'm under the table
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Offline Keron Cyst

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Re: ctf_Paradrop - waypointed
« Reply #3 on: November 27, 2006, 03:15:23 pm »
9.5/10 from me, I kid you not. Brilliant scenery and polygonal construct. The only features I must complain about are the same as Avarax, and the scale of the map (just a tad bigger would suit it well). But really, that is quite possibly one of the best scenery jobs on a map I've ever seen.

Offline Commander Kitsune

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Re: ctf_Paradrop - waypointed
« Reply #4 on: November 27, 2006, 03:19:32 pm »
Gorgeous map  :o. I love it.

Offline KamikazeDuck

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Re: ctf_Paradrop - waypointed
« Reply #5 on: November 27, 2006, 03:21:04 pm »
Thanks!  :)

Please tell me any other fixable issues it has, because I'll probably make a small update soon.
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Offline Unlucky XIII

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Re: ctf_Paradrop - waypointed
« Reply #6 on: November 27, 2006, 06:38:10 pm »
Gave it a try plain old realistic, and I think I used up a hell of a lot of time playing it. Why? I got hooked. The map plays well, and - especially in realistic - is quite suspenseful, because a parachutist could come dropping from nowhere while you are attempting to score. Loved the map, too bad its just a tad too small for a normal-mode game (or at least, I found it that way).

"The old ones are the best"

Offline Keron Cyst

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Re: ctf_Paradrop - waypointed
« Reply #7 on: November 27, 2006, 06:54:01 pm »
There, like Unlucky XIII said. I feel the fields are too small, in front of the houses. Expand it out to roughly 1.5X the original size, and it'd be perfect ;)

Offline Death MachineX350

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Re: ctf_Paradrop - waypointed
« Reply #8 on: November 27, 2006, 10:43:58 pm »
It looks like pretty good but making it bigger wouldn't be a bad idea.

Offline Vltava

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Re: ctf_Paradrop - waypointed
« Reply #9 on: November 27, 2006, 11:16:43 pm »
I say this is one of the best maps I've ever seen, to be honest; it rivals even the mighty Viva. I'll have to steal your water technique.
« Last Edit: November 29, 2006, 11:16:46 am by Vltava »

Offline jrgp

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Re: ctf_Paradrop - waypointed
« Reply #10 on: November 28, 2006, 12:31:53 am »
I like the idea and it's uniqueness a lot.

The layout and colors are awesome.

Great Map!!
There are other worlds than these

Offline Demonic

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Re: ctf_Paradrop - waypointed
« Reply #11 on: November 28, 2006, 01:43:35 am »
I think I know what I'm going to nominate for Motw ;)

The idea is nice, though you'll need 8-10 players to actually get that effect of "combat at multiple places". We'll see how it turns out, the factor of spawn camping is a threat here.

Offline KamikazeDuck

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Re: ctf_Paradrop - waypointed
« Reply #12 on: November 28, 2006, 02:14:14 am »
Thanks for the feedback everyone, I'm working on an update now which will extend the map's fields and I'll make a few scenery adjustments. I'm not sure what I'll call it though, I've already reached the character limit and I don't want it to overwrite this one.

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Offline ultraman

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Re: ctf_Paradrop - waypointed
« Reply #13 on: November 28, 2006, 02:20:55 am »
Well, I don't really have anything new to add to the comment, but I agree, make the fields bigger, and change the BG of the houses. Nice work overall ;)

Offline KamikazeDuck

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Re: ctf_Paradrop - waypointed
« Reply #14 on: November 28, 2006, 02:55:37 am »
Here's what the houses look like with a more "rough" backround texture. And some minor shading changes.

Is it worth updating the smaller version with this or would you all be fine with having the changes for the larger version only?
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Offline TradeMAAK

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Re: ctf_Paradrop - waypointed
« Reply #15 on: November 28, 2006, 09:31:39 am »
Cool, I hope someone actually put's these maps on servers. Like Leo or Avarax. Because I just love the grass, the best grass and trees ever. I loved the other trench map, too. Played it with bots 15 vs 15 - ownage. And you can actually hide in the grass. It's the best eye candy and gameplay and everything together - ever! EVER EVER!
destroy

Offline viggoloniggolo

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Re: ctf_Paradrop - waypointed
« Reply #16 on: November 28, 2006, 02:44:28 pm »
the houses are decent although the light is overconcentrated in the right building.

Offline Plonkoon

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Re: ctf_Paradrop - waypointed
« Reply #17 on: November 28, 2006, 07:08:10 pm »
That is quite possibly the best done water I've seen.  Very nice.

Offline Mistercharles

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Re: ctf_Paradrop - waypointed
« Reply #18 on: November 28, 2006, 07:56:43 pm »
Lengthen the two fields a bit, and add the building backgrounds. Release as v1.1, and presto, this will probably go to map of the week.
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Offline KamikazeDuck

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Re: ctf_Paradrop - Updated (v2)
« Reply #19 on: November 29, 2006, 07:09:05 pm »
I've updated the map. See my first post for the changes in the second version. It's still waypointed so you can try it out straight away.
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