perfect background, but maybe sphinx would do better than this womanYes, I might add Sphinxes somewhere else maybe.
nice end of pyramid
I don't like spikes on those 2 pyramidsWhat dont you like about it ?
you didn't add steps to pyramidNo, I decided against that!
no scenery in lower lvlIt's on my todo list!
well it's a nice looking map, but I hoped you would add 3rd lvl with cool looking things or something... well it's your choiceThanks!
@Akinaro:Yes, It's pretty big - and there's also a screenshot in the rar. which causes that. I didn't know about these converters but I will use them for the next update.
definitely to big file size, you can resize most of big files even to 800x800 without loosing too much details. Beside its background to its nothing bad if its a bit blured.
Also you can use PNGout app to change size of PNG files without loosing quality.
But you can remove this semitransparent pyramid on the left.Yes, It was not supposed to be semitransparent. It should actually be in front but it was on front of the polygon then as well!
And Main Pyramid is a bit bend to the left site, map is not aligned to good.I'll take care about thatin my update.
Map have wrong name: ctf_Pryamid.PMSThanks
You should put textures and all sceneries in file, because eg, I dont have this texture that you use.
and one of my zip app see your file as a corrupted.
Use smp MAPPACKER or other program that pack and save maps.
Small site with few images, its not so well known site, but you can find there few things: google.com :P :P :PYeah, I noticed that bug as well!
but to be honest they arent so perfect, but I didnt had mood to search for better ones, so I get first from list :] And as I said it need some polishing, so darDar finish it if you want.
EDIT: sorry for bumping but I forgot that there is one major bug that could give you some problem to fix(this ugly line in background). here is fixed version.
But still its need some smaller fixes and polishing so don't treat is as a finished map.
Its need more work that I can't make right now(its more than two hours of work[with breaks of course :]) so better finish it before you upload it anywhere.
Wow! Great designAkinaro is the engine behind all of that!
• Overall I think the map should be a tad smaller to make it more fitting to the competative gaming style.Yes, that's true. The map was size was involved with the 1.6.6 version and I didn't want to make it too easy to boost the flag from Base A to Base B, which wouldn't work the way it did in 1.6.6 anyway, since the flag boosting was reduced massively.
• Trying to roll backwards to hop above the stone (near the flag) gets u stuck in the upper area of the stone.I will add that to my bug list, thanks!
• I would definietely consider opening the low route and add some interesting polys there to not make it as straight forward. Maybe narrowing it down could be good.Yes, that's already on our to-do list, also the map doesn't have any colliders yet.
• Same with the center area, make it open to fall to low route (the map has to be smaller in order to fit 3v3 imo).I don't really know what you mean by that. In my opinion the center / low / mid area is the highlight of the map since the player who uses this route has so many opportunities and can do quite a lot there. Maybe you can add a screenshot with an edit.
• If the map would get smaller, then I'd suggest lowering the jetpack's amount a little, it's pretty high even atm.Depending on how the flag boosting will be in 1.6.7, I / we will consider to make the map smaller, to guarantee a good chance of boosting the flag
Viral, you're the best mapper we ever had by far in the terms of visuals.
As a member of the map team, I am interested at seeing remakes from you. Soldat default maps need a good visual overhaul for sure.
Well that's like your opinion, man.Viral, you're the best mapper we ever had by far in the terms of visuals.
As a member of the map team, I am interested at seeing remakes from you. Soldat default maps need a good visual overhaul for sure.
Sorry Bistoufly, but I don't think anyone can beat Akinaro in terms of visuals! (and he is working on like 10 maps at the same time. I'm scared of the look he might create if he would focus on one project) Viral is still a great mapper though!!
I have different style and viral have different, he always stick to "rugged" style of visible polygons, so he use almost classic polygons map, looooots of old players like that, even i like some maps like that.Yeah you have your own style. And that's good. I like that you experiment with new things. Using gimp for custom texturing and scenery. I think there is a lot of potential there.
I work in different way, im playing with maps i like more realistic look, with deep shadows, good contrast and more than half of main sceneries are made in gimp and then edited with pw.
And for example my last ctf_bridge is almost totally made in gimp: i draw all map using thie program and then put mountain as a texture and rest as a sceneries. I love this style ist way simpler than playing with classic multitextures. And yes dunno why i work in 3-4 maps per week xD i have almost 70 maps in my folder that are almost finnished :P
Some notes:Yes, the map is supposed to be played like that - Boosting like on Equinox , rotating like on Viet (3 ups or 2 ups 1 low) + the boosting / defending ctf_Kampf has.
As upper path is huge, I would play this map I would play a equinox/viet kind of tactic, one reliable defender and two boosting m79/auto attackers going top, I probably wouldn't go low at all except maybe when I grabbed the flag and even then I would prefer to boost up top as how flat the lower path is(spawner picks barret and shoots efc).
To make lower path somewhat useful perhaps set the pillars to middle for hiding as well as maybe make them obc.