Official Soldat Forums
Soldat Maps & Mapmaking => CTF/INF maps => Topic started by: Wraithlike on March 07, 2012, 02:39:09 am
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A wild map appeared.
Look. (http://tms.jrgp.org/2010/?overview=1683)
Devour. (http://tms.jrgp.org/2010/?download=1683) (http://tms.jrgp.org/2010/?act=image_download_count&id=1683)
Judge. (http://tms.jrgp.org/2010/?map=1683)
(waypointed, 4-6 players, oldschool)
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nice, it also looks a bit like steel with an extra route
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I like the shading.
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Layout is good, i wonder what are those for
(http://i.imgur.com/oFE3J.png)
are they really necessary, I doubt map will look worse without them though.
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Those decedent bars of wood add an additional layer of sexyness, too subtle for your superficial gaze to fully comprehend.
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I wonder what are they, ropes perhaps? Also I have noticed it takes literally 5 seconds to score using the mid way.
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The mid route is supposed to be quick, but it's also the most open path, and because the players spawn in front of the flags, they have a good chance of dropping down on the flagger and either killing him or forcing him low, where his travel time is decreased. Additionally, you're left very vulnerable when turning around after grabbing, because you can easily become surrounded. That's how I see it at least.
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Those ropes are there to decrease the feeling of floating islands. Nice waterfall effect, It could form a lake below. I like the feeling of it, that texture is hard to work with. Good job (Y)