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Soldat Maps & Mapmaking => Default Map Discussion => Topic started by: Suowarrior on December 12, 2009, 08:54:50 am

Title: ctf_Kampf
Post by: Suowarrior on December 12, 2009, 08:54:50 am
Original: Overview (http://img692.imageshack.us/img692/8601/kampforiginal.png)

Suggested remake to replace Kampf:

(http://img130.imageshack.us/img130/672/ctfkampfenscreen.png)

Download ctf_Kampfer (http://forums.soldat.pl/index.php?action=dlattach;topic=36827.0;attach=23364)
Title: Re: ctf_Kampf/Kampfer
Post by: As de Espada on December 12, 2009, 10:41:06 am
great map, I just feel lack of texture stretching
I'll put that scenery INSIDE the flagspot
Title: Re: ctf_Kampf/Kampfer
Post by: DarkCrusade on December 12, 2009, 10:56:55 am
I'll put that scenery INSIDE the flagspot

Hmm, I think it looks good the way I placed it.


great map, I just feel lack of texture stretching

Maybe I stretch the texture a bit, I just wasn´t sure :)
Title: Re: ctf_Kampf/Kampfer
Post by: As de Espada on December 12, 2009, 11:18:44 am
I think that you should stretch a lot on those pinnacles of the spawns, they are really asking for it ;D
Title: Re: ctf_Kampf/Kampfer
Post by: DarkCrusade on December 12, 2009, 11:46:13 am
Like in the version in the attachment?
Title: Re: ctf_Kampf/Kampfer
Post by: [SIRS]Foxconn^^2012 on December 17, 2009, 10:20:24 am
YUMMEH ;]

great map
Title: Re: ctf_Kampf
Post by: tehsnipah on January 03, 2010, 01:34:36 pm
The map feels larger, especially in the center.

I like the edited one, nice.
Title: Re: ctf_Kampf
Post by: Blue-ninja on January 03, 2010, 02:52:59 pm
I still think that ctf_Kampf and ctf_Ash are the maps that refuse to be remade

erm, the darkness of that map is really nice.
Title: Re: ctf_Kampf
Post by: DarkCrusade on January 04, 2010, 03:56:17 am
I still think that ctf_Kampf and ctf_Ash are the maps that refuse to be remade

erm, the darkness of that map is really nice.

Did you look at the overview or into the .PMS I attached in my last post?
Title: Re: ctf_Kampf
Post by: duz on January 06, 2010, 07:47:13 pm
(http://www.ljcgames.com/duz/ctf_kampf2.jpg)

Download (http://www.ljcgames.com/duz/ctf_Kampf2.rar)
Title: Re: ctf_Kampf
Post by: DarkCrusade on January 07, 2010, 06:27:03 am
So you removed the edges, added a bridge and changed the bases, right?

1) Bridge is both tactical for flag throws and sort of making gameplay even more chaotic than it is already imo since you can walk up and throw down nades on incoming enemies.

2) Why did you change the spawn area (blocks)? More explanations needed. On a side note: those blocks look like crap.

3) The flag spawns were intended to be naded and stuff, those blocks won´t make it any better. If you really want to avoid nading down there you´d need to add an additional route leading to the top route like in a remake of Kampf I´ve seen around here (ctf_Struggle by EA?).
Title: Re: ctf_Kampf
Post by: Biggles on January 07, 2010, 09:44:31 am
I do like the bridge. Would make a lot more caps and perhaps finally someone will play it in realistic mode, but then again it might ruin the gameplay if you can throw down nades there.
Title: Re: ctf_Kampf
Post by: biohazard on January 07, 2010, 10:08:28 am
I dislike the bridge, because Bravo already got some minor disvantages, and upper alt route is Bravo dominance, that balance a lil the map, but with that bridge Alpha can stop the Bravo upper route rush easly, without even the need of going there.
Title: Re: ctf_Kampf
Post by: DarkCrusade on January 07, 2010, 10:12:57 am
I dislike the bridge, because Bravo already got some minor disvantages, and upper alt route is Bravo dominance, that balance a lil the map, but with that bridge Alpha can stop the Bravo upper route rush easly, without even the need of going there.

Good point against it.
Title: Re: ctf_Kampf
Post by: duz on January 07, 2010, 03:43:31 pm
@Biohazard
The bridge is too small for that and the player would be vulnerable to those who come under.
Another point: The player who comes under can choose battle with the underneath or not.
It's an alternative area and could be needed to give a dinamism for the matchs.
Maybe now occur more caps.

Thats an unfinished remake.  ;)

damn poor english.
Title: Re: ctf_Kampf
Post by: Bistoufly on January 07, 2010, 08:43:43 pm
@DarkCrusade

Your remake is absolutely gorgeous.
I love it. (Maybe just a tiny bit too dark but I'm being picky here)

One major issue though. My fps dropped at 63/64.
Usually I get 100fps. (vsync with 100hz crt screen)

If you can fix the fps problem, It's a big f12 from me.



Title: Re: ctf_Kampf
Post by: L[0ne]R on January 07, 2010, 09:47:49 pm
One major issue though. My fps dropped at 63/64.
Usually I get 100fps. (vsync with 100hz crt screen)

If you can fix the fps problem, It's a big f12 from me.

I think that's not the problem with the map. If you were testing this map in 1.5.1 beta - the latest beta has FPS issues, so most people have FPS of around 40-60.
Also, I doubt there's anything that even needs optimizing - the map's not overloaded with sceneries, polycount is low enough and no semi-transparent polygons.
Title: Re: ctf_Kampf
Post by: Bistoufly on January 08, 2010, 04:08:11 am
I'm on 1.5.0

But you're right it's not the map fault after all.
I realized that since today I have the same fps drop on all the maps. :o

I wonder what settings I might have changed ???
I'll make a post about it.

Sorry for not having checked if the problem was on my end before posting in this thread.

Edit here is the link to the thread explaining my problem:http://forums.soldat.pl/index.php?topic=37197.msg451774;topicseen#new (http://forums.soldat.pl/index.php?topic=37197.msg451774;topicseen#new)
Title: Re: ctf_Kampf
Post by: Bistoufly on January 08, 2010, 08:23:48 am
Since the fps drop is not related to your map.
Consider you have my F12 ;)

Btw where is the poll?
Title: Re: ctf_Kampf
Post by: Suowarrior on January 08, 2010, 05:26:31 pm
Poll added.
Title: Re: ctf_Kampf
Post by: duz on January 16, 2010, 10:04:13 am
I really want vote yes, but your remake are too dark!
Do that with the original colors or something like.

Ah, continues a "closed"(tie) map and will no longer be chosen as the original, think about my middle bridge idea, can give more dynamic.
Title: Re: ctf_Kampf
Post by: biohazard on January 16, 2010, 10:48:57 am
The whole point in playing kampf is that defense feeling, where 1 cap can change the wind of battle.
Title: Re: ctf_Kampf
Post by: DarkCrusade on January 16, 2010, 10:53:08 am
The background is not dark, actually the background was darker in one of the previous versions.
Title: Re: ctf_Kampf
Post by: Suowarrior on January 16, 2010, 11:55:12 am
I did one modification some time ago.

my Kampf remake (http://forums.soldat.pl/index.php?topic=36728.msg444821#msg444821)
- If you got suggestions what to improve there, don't post it into this thread, but into map's release topic

If you think it's having potential going over DarkCrusade's Kampf & original, I can add it into poll.
Title: Re: ctf_Kampf
Post by: DarkCrusade on December 15, 2012, 02:13:06 am
Did I notice right that the tag-line saying "- by DarkCrusade" was removed? If that is true I got to ask why. It is not that I would run around and tell everyone "oh look, this map is by me and it's defaaaault!", but it is still nice to see the effort appreciated that way.
Title: Re: ctf_Kampf
Post by: As de Espada on December 15, 2012, 09:47:37 am
Did I notice right that the tag-line saying "- by DarkCrusade" was removed? If that is true I got to ask why. It is not that I would run around and tell everyone "oh look, this map is by me and it's defaaaault!", but it is still nice to see the effort appreciated that way.
It was, I am sorry about that and I'm gonna fix it it's DONE
Kampf - remake by DarkCrusade

BTW, there is a discussion by the beta members that Kampf's ties are too high and alpha has an advantage. That being said, I made a tweak to make bravo caps a little easier, by raising the alpha flag a bit. It is at #soldat.mapping so you can test it :)

Title: Re: ctf_Kampf
Post by: DarkCrusade on December 15, 2012, 11:13:39 am
It has it ups and downathe changes have their ups and downs I guess. On the one hand it will make capping easier, but on the other hand you will not be able to dodge grenades that easily anymore by flying against the roof of the cave. But you are right. We will just have to test it! Is Tuesday alright?
Title: Re: ctf_Kampf
Post by: As de Espada on December 15, 2012, 11:32:47 am
the dodge will be just the same, the roof of the new part was behind the old part, I made a thin line to represent the new polys.
Tuesday is alright
Title: Re: ctf_Kampf
Post by: As de Espada on December 26, 2012, 12:46:06 am
Haste showed me an unfair spawn on bravo. I change it to a better position, slightly to the left.
Guess this is it