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Soldat Maps & Mapmaking => CTF/INF maps => Topic started by: zakath on March 13, 2009, 01:28:02 pm

Title: CTF Glory
Post by: zakath on March 13, 2009, 01:28:02 pm
Glory

By Zakath and Neji
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Map made on a sketch by Neji(http://www.abload.de/image.php?img=spownjgj1.png) with a Night theme. Updated with one-way polys which fixes some issues with the gameplay as well as adding some interesting tweaks.

(http://tms.jrgp.org/?act=map_thumbnail&id=1102) (http://tms.jrgp.org/?overview=1102)
(^Click To Enlarge^)

Screenshots:

(http://tms.jrgp.org/?act=screenshot_thumbnail&scn=1&id=1102) (http://tms.jrgp.org/?act=download&sa=scr&scn=1&map=1102) (http://tms.jrgp.org/?act=screenshot_thumbnail&scn=2&id=1102) (http://tms.jrgp.org/?act=download&sa=scr&scn=2&map=1102) (http://tms.jrgp.org/?act=screenshot_thumbnail&scn=3&id=1102) (http://tms.jrgp.org/?act=download&sa=scr&scn=3&map=1102)

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Download (http://tms.jrgp.org/?download=1102)(http://tms.jrgp.org/index.php?act=image_download_count&id=1102) / Rate on TMS (http://tms.jrgp.org/?map=1102)
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Checkout more maps by Zakath (http://tms.jrgp.org/?user=321) (http://tms.jrgp.org/?act=image_user_maps_count&id=321)

This map is hosted by jrgp's Soldat Mapping Showcase (http://tms.jrgp.org/)
Title: Re: CTF Glory
Post by: Dragstie on March 13, 2009, 02:03:13 pm
hmmm... the texture looks good and the layout and gameplay also rocks:)

but the beams just doesnt fit into the theme.. it kinda ruins it:( maybe you should try putting 2 trees as beams instead or something like that (Like in MrSnowman
Title: Re: CTF Glory
Post by: smiluu on March 15, 2009, 03:05:02 pm
Texture seems sweet, but like mss. smartass above said, the beams just doesn't have a right to live there.
I'll edit this post with some more creative criticism once I get home. cya then
Title: Re: CTF Glory
Post by: Snipufin on March 15, 2009, 04:23:21 pm
/me thinks that comments like above are useless.

Well, the theme looks great, and imo the beams fit there somehow. The layout is playable, but imo the top middle is too open and unused.
Title: Re: CTF Glory
Post by: zakath on March 16, 2009, 01:44:52 pm
gameplay was a bit so and so, the bases works great its just the spawns that needs to be fixed somehow.
Title: Re: CTF Glory
Post by: Suowarrior on March 16, 2009, 02:37:19 pm
I guess the map idea would work better if spawns at top of the flag, well yeah it would need new design at center...
Title: Re: CTF Glory
Post by: zakath on March 31, 2009, 06:45:23 am
I have updated this map to use one way polygons which fixes some issues with the gameplay as well as adding some new features ;) Big thanks to VirtualTT for rediscovering this feature as well as coding a tool for it.
Title: Re: CTF Glory
Post by: zakath on April 01, 2009, 05:16:18 am
Tested it at #soldat.mapping and from being a map that was very hard to cap and spawnkillish it now works very well imho.
Title: Re: CTF Glory
Post by: VirtualTT on April 05, 2009, 08:18:22 am
After playtesting i must say that gameplay is really fresh and intresting. OWT polygons work fine.
However here some suggestions:
- make bg brighter a bit
- remove nades and medkits spawns from flag points, they tend to accumulate there
- i don't like team spawns - for few seconds you just have nothing to do, i think it's better to modify them so you'll need to run uphill after respawn
Title: Re: CTF Glory
Post by: zakath on April 05, 2009, 08:36:05 am
After playtesting i must say that gameplay is really fresh and intresting. OWT polygons work fine.
However here some suggestions:
- make bg brighter a bit
- remove nades and medkits spawns from flag points, they tend to accumulate there
- i don't like team spawns - for few seconds you just have nothing to do, i think it's better to modify them so you'll need to run uphill after respawn


I want medi/nades to accumulate at the flag giving the efc a bit of breathing space when trying to escape.
And well about background personally I am fairly happy with it. and yeah spawns are a bit slow but it also helps the efc. and I prefer maps where there is "easy" to cap.
Title: Re: CTF Glory
Post by: VirtualTT on April 05, 2009, 08:50:20 am
After playtesting i must say that gameplay is really fresh and intresting. OWT polygons work fine.
However here some suggestions:
- make bg brighter a bit
- remove nades and medkits spawns from flag points, they tend to accumulate there
- i don't like team spawns - for few seconds you just have nothing to do, i think it's better to modify them so you'll need to run uphill after respawn


I want medi/nades to accumulate at the flag giving the efc a bit of breathing space when trying to escape.
And well about background personally I am fairly happy with it. and yeah spawns are a bit slow but it also helps the efc. and I prefer maps where there is "easy" to cap.

- you know, situation when both teams capture enemy flags and both flaggers are sitting at the flag places and nadespamming everyone who tries to kill them, while they have several medkits is very bothersome
- i didn't meant to make team spawns faster, i just prefer to run for a bit longer distance then to fall at the same place
Title: Re: CTF Glory
Post by: Suowarrior on April 05, 2009, 09:32:30 am
Agreed mostly with vtt. Though OWT polys makes game more like boosting, a bit annoying when you try get on bottom route from spawn. In future I would minimalize the possiblities of boost when using OWT.
Title: Re: CTF Glory
Post by: Dragstie on April 05, 2009, 09:47:16 am



Quote
- you know, situation when both teams capture enemy flags and both flaggers are sitting at the flag places and nadespamming everyone who tries to kill them, while they have several medkits is very bothersome

yeah agreed... i really hate thoose lazy b*****ds...



Title: Re: CTF Glory
Post by: zakath on April 06, 2009, 01:50:42 pm
I changed the map slightly by makeing the owt poly at the flag place opc. so standoffs shouldn't be as annoying as well as allowing for some flag throw options. and the ppl testing it at #soldat.mapping seemed to think it is better at least.
Title: Re: CTF Glory
Post by: Dragstie on April 07, 2009, 02:37:13 am
I changed the map slightly by makeing the owt poly at the flag place opc. so standoffs shouldn't be as annoying as well as allowing for some flag throw options. and the ppl testing it at #soldat.mapping seemed to think it is better at least.

Yeah:) much funnier... gj
Title: Re: CTF Glory
Post by: zakath on April 13, 2009, 12:48:47 pm
final update(I hope) fixed a gamedestroying bug where ppl could throw flag to spawn also made it easier to reach lower path from spawn.
Title: Re: CTF Glory
Post by: Snipufin on April 14, 2009, 11:57:25 am
final update(I hope) fixed a gamedestroying bug where ppl could throw flag to spawn also made it easier to reach lower path from spawn.
Noo you be ruining my tactics
Title: Re: CTF Glory
Post by: zakath on April 14, 2009, 12:00:38 pm
final update(I hope) fixed a gamedestroying bug where ppl could throw flag to spawn also made it easier to reach lower path from spawn.
Noo you be ruining my tactics

:P