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Soldat Maps & Mapmaking => Default Map Discussion => Topic started by: Suowarrior on January 03, 2010, 04:54:56 am

Title: inf_Argy
Post by: Suowarrior on January 03, 2010, 04:54:56 am
Original

(http://i47.tinypic.com/30bp561.png)

Remake
(http://i47.tinypic.com/x0zkes.png)
Download (http://forums.soldat.pl/index.php?action=dlattach;topic=37120.0;attach=25188)
Title: Re: inf_Argy
Post by: DarkCrusade on January 03, 2010, 04:55:46 am
Great map, good visuals, leave it as it is.
Title: Re: inf_Argy
Post by: Suowarrior on January 03, 2010, 05:22:41 am
Is it just me or is it one of the worst balanced inf maps? I've played it multiple times and alpha has always won it like 90 - 15.

I remember testing it in 3on3 and 5on5 gather play.
Title: Re: inf_Argy
Post by: DarkCrusade on January 03, 2010, 06:14:53 am
It may be caused by the long journey of a flag carrier ... but I donĀ“t see any oppurtunity to change that.
Title: Re: inf_Argy
Post by: Suowarrior on January 03, 2010, 09:03:25 am
You can't really defend the flag. All you can do is just camp on flag and guess which route attacker is going to use. Three broad routes leading to flag without any advantage for defender, is too much.

As suggestion to fix it, bottom and top routes could have radically tighter entrance leading to bravo flag. Also some height advantage at middle route would be welcomed.
Title: Re: inf_Argy
Post by: Crimson Goth on January 04, 2010, 04:35:06 am
Great map, good visuals, leave it as it is.
+1
Title: Re: inf_Argy
Post by: STM1993 on January 04, 2010, 11:30:08 pm
Looks good, but balance-wise its very Alpha-biased because it's basically impossible for Bravo to defend the flag.

Either leave this map as it is (for an occasional free-win for Alpha) or make another one in addition to this one.
Title: Re: inf_Argy
Post by: Suowarrior on January 05, 2010, 02:31:20 am
or make another one in addition to this one.

My next project.

From: January 05, 2010, 12:55:49 pm
(http://i47.tinypic.com/x0zkes.png)

Download (http://suowarrior.fileave.com/inf_Argy2.PMS)

Main changes (http://i47.tinypic.com/25z55ac.png):
- Modified entrance from top route to flag
- Lowered & moved left top route entrance in center
- More cover & height advatage for defenders in the base and bridge area
- Waypoints not updated

Comment: I still doubt that it's prefering attackers but it's going to right direction for sure.
Title: Re: inf_Argy
Post by: DarkCrusade on January 05, 2010, 02:14:38 pm
Nice changes. I suggest to do the things I will show you in a modified picture:

(http://img682.imageshack.us/img682/4176/x0zkes.png) (http://img682.imageshack.us/i/x0zkes.png/)
Title: Re: inf_Argy
Post by: Keron Cyst on January 19, 2010, 04:23:02 pm
↑ Either delete it or turn it into a bridge that can be fired at from below
Title: Re: inf_Argy
Post by: As de Espada on January 19, 2010, 06:22:33 pm
I just saw one blue win on this map: everyone camping in the bridge and one guy spawnkilling.
SW reake seems good. I think that the hole of blue spanws could be smaller, so they would go faster to the main battle.
Title: Re: inf_Argy
Post by: L[0ne]R on January 19, 2010, 07:51:56 pm
Well, it seems I'm not the first one to say that this map is very unbalanced.

I'd like to whine about the looks though.
Shading and color choice for polygons is ok, but the problem with it is - it's the same everywhere. There's almost no difference between how routes and bases look, there's no atmosphere, the map looks dead (I might have no life but I still like to see life around me ;O).
Background color absolutely disgusts me. Dirty greyish-bluish doesn't go well with polygon colors and kills the only tiny drop of atmosphere that there is.

Of course that's just my opinion, but I think this map would have a more interesting look and much better feel with yellowish or greenish background, more variation in polygon shading, and perhaps a few more interesting sceneries.
Title: Re: inf_Argy
Post by: As de Espada on January 19, 2010, 08:45:13 pm
I LOVE the atmosphere of this map. They way it feels playing, it's awesome
Title: Re: inf_Argy
Post by: Crimson Goth on January 22, 2010, 01:34:42 am
↑ Either delete it or turn it into a bridge that can be fired at from below
thats a gr8 idea
Title: Re: inf_Argy
Post by: Suowarrior on June 10, 2010, 05:24:38 pm
Mm I've lost all my fileave.com links so download link doesnt work. Also computer messed up so lost hardware too. Does anyone have inf_Argy2 (http://forums.soldat.pl/index.php?topic=37120.msg451286#msg451286)? I'd be grateful if someone uploads it.
Title: Re: inf_Argy
Post by: zakath on June 11, 2010, 09:56:00 am
is it this one?
Title: Re: inf_Argy
Post by: Suowarrior on June 11, 2010, 12:14:50 pm
Ya it is. Ty.
Title: Re: inf_Argy
Post by: TheV on February 22, 2011, 09:48:42 am
seems like an easy fix for the original would to be just.... swap the spawns/flags.

rofl

Gives blue a height advantage and an easier flag to protect.

Title: Re: inf_Argy
Post by: SoldatFire on February 22, 2011, 12:41:55 pm
hm... why i got the feeling the original is better... ah yeah cause it is...
Title: Re: inf_Argy
Post by: DarkCrusade on February 22, 2011, 02:20:09 pm
hm... why i got the feeling the original is better... ah yeah cause it is...

You've not proven yourself worthy of commenting maps yet. Suowarrior didn't make unnecessary changes like new visuals, because in fact he didn't change much. But the changes he did add to the already great gameplay Argy has, and gave more to the community than you have given with your 73 posts of asshattery.
Title: Re: inf_Argy
Post by: Monsteri on February 22, 2011, 02:32:59 pm
Considering people about their post count is uumm.. rofl.
Title: Re: inf_Argy
Post by: Horve on February 22, 2011, 04:48:37 pm
Blue flag area could be raised above the bridge. No real use for lowered ceilings.