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Soldat Maps & Mapmaking => Default Map Discussion => Topic started by: Suowarrior on November 22, 2009, 02:36:47 am

Title: ctf_Luxor
Post by: Suowarrior on November 22, 2009, 02:36:47 am
Known Issues:

Feel free to post new issues, and discuss the current ones.
Title: Re: ctf_Luxor
Post by: jerich on November 22, 2009, 12:13:16 pm
Yea, it is much easier to grab the flag with the horizontal opening, rather than the the base that you have to go from the top or bottom. In addition, the vertical entrances includes an OPC in front of the flag, which you can argue the flag tossing idea, but it's just an easier way to shoot the EFC who is forced to go low, top, or throwing mid. Not only does the the right time have it easier with defending, but with capturing also. Horizontal path to flag, with an exit behind the flag. How convenient? Going low is provides much more cover than the other side. Imho, I like the idea, but it just seems unbalanced to me.
Title: Re: ctf_Luxor
Post by: Suowarrior on November 22, 2009, 12:18:57 pm
Yep, jerich posted everything I was thinking to say. One simple way to fix it would be setting alpha spawns nearer into game and set bravo a bit away.
Title: Re: ctf_Luxor
Post by: As de Espada on November 26, 2009, 12:09:57 pm
was anything made on this one?
Title: Re: ctf_Luxor
Post by: VirtualTT on November 26, 2009, 12:33:33 pm
no...

From my point of view the only problem with Luxor might be that invisible wall on the top. i think i should move it a bit, like on DragonLake.

FPS is Soldat problem, not map...

Title: Re: ctf_Luxor
Post by: As de Espada on November 26, 2009, 12:35:45 pm
betatesting this map went ok? (no alpha dominating?)
Title: Re: ctf_Luxor
Post by: VirtualTT on November 26, 2009, 12:39:30 pm
This map have been in mapslist on #soldat.mapping since it's release and I've never noticed any alpha dominating...
Title: Re: ctf_Luxor
Post by: As de Espada on November 28, 2009, 03:01:15 pm
I had an idea: put a collider behind the flag on the right, so you can make it drop by throwing a nade on it (through the wall).
Title: Re: ctf_Luxor
Post by: VirtualTT on November 28, 2009, 03:03:42 pm
Flag behaviour isn't that predictable to make this feature useful. :\
Title: Re: ctf_Luxor
Post by: Suowarrior on November 28, 2009, 03:38:45 pm
This map still needs fps fix, polygon count or/and .png scenery usage must be decreased radically.
Title: Re: ctf_Luxor
Post by: DarkCrusade on November 29, 2009, 08:52:59 am
i suggest removing it from the default maplist as it is too unpopular in my very honest opinion. Concerning the fact that many players get fps problems when playing on Luxor my suggestion gets fortified.
Title: Re: ctf_Luxor
Post by: As de Espada on January 04, 2010, 07:14:15 pm
ok I played this map some times, and no matter what team I was, the right side always won 5x2 or 5x3