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Soldat Maps & Mapmaking => Mapping Ideas / General Discussions => Topic started by: zakath on December 25, 2008, 08:36:03 am

Title: ctf_AutumnRush - The Makeing of it
Post by: zakath on December 25, 2008, 08:36:03 am
Autumn Rush

By Zakath
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Map made for mapping tutorial by so nothing fancy about it, actually its intentionally flawed.

(http://tms.jrgp.org/?act=map_thumbnail&id=998) (http://tms.jrgp.org/?overview=998)
(^Click To Enlarge^)

Screenshots:

(http://tms.jrgp.org/?act=screenshot_thumbnail&scn=1&id=998) (http://tms.jrgp.org/?act=download&sa=scr&scn=1&map=998) (http://tms.jrgp.org/?act=screenshot_thumbnail&scn=2&id=998) (http://tms.jrgp.org/?act=download&sa=scr&scn=2&map=998) (http://tms.jrgp.org/?act=screenshot_thumbnail&scn=3&id=998) (http://tms.jrgp.org/?act=download&sa=scr&scn=3&map=998)

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Download (http://tms.jrgp.org/?download=998)(http://tms.jrgp.org/index.php?act=image_download_count&id=998) / Rate on TMS (http://tms.jrgp.org/?map=998)
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This map is hosted by jrgp's Soldat Mapping Showcase (http://tms.jrgp.org/)

The Makeing of this map can be found here (http://www.inc-soldat.se/autumnrush.avi) sadly the recording for some reason stopped halfway through so the scenerising and waypointing were left out :( however all the poly laying is there, which is the important part really as I wanted to show how I lay out the polys + the multitexturing.
Here are some of the thinking behind the map.

The Layout:
(http://www.inc-soldat.se/ar_layout.png)
Here is the sketch for the layout of the map.

The Spawns:
(http://www.inc-soldat.se/ar_spawn_inclination.png)
As you can notice the poly island that the spawns are located on has upwards inclination the whole reason for that is to limit the amount of spawnkilling of course it won't take out all of it actually spawnkilling is probably an excellent strategy on this map but at least it makes it harder.

Attacking:
(http://www.inc-soldat.se/ar_shot_attack.png)
Here are old the possible shooting attacks ie you shoot down the flag and then grab it. of course you can also do a normal grab of the flag. All together it gives the attacker a multitude of tactics at their disposal.

Escaping:
(http://www.inc-soldat.se/ar_possible_escape.png)
Here are some escape routes the flag carrier can use from different locations depending upon how the attacker grabbed the flag. some including teamplay tactics with flagthrowing to teammates.


Iceroof:

(http://www.inc-soldat.se/ar_ice_roof.png)
One thing I do on all my maps on both roof and walls you can't walk on is to put them as ice if possible to allow for smoother movement.

Flaws:
There Are several intentional flaws in this map can you find them? ;)

Title: Re: ctf_AutumnRush - The Makeing of it
Post by: chakapoko maker on December 25, 2008, 09:31:01 am
Good explanation.

Vertical edge will be smooth with ice attribute, I know. So is ice ceiling smoother than normal poly?
Title: Re: ctf_AutumnRush - The Makeing of it
Post by: zakath on December 25, 2008, 09:51:35 am
I am not 100 % sure actually but I think so at least.