Official Soldat Forums

Soldat Maps & Mapmaking => CTF/INF maps => Topic started by: darDar on March 27, 2014, 06:25:04 pm

Title: ctf_Pyramid [1.6.7]
Post by: darDar on March 27, 2014, 06:25:04 pm
ctf_Pyramid
by darDar (http://www.dar-Dar.de) & Akinaro
__________________

ctf_Pyramid by darDar (http://www.dar-dar.de) & Akinaro
**
layout thread (http://forums.soldat.pl/index.php?topic=43385.0)
**

(https://tms.jrgp.org/2010/?act=download&sa=scr&scn=1&map=1829)

Hello,
I've started a discussion (http://forums.soldat.pl/index.php?topic=43385.0) about the map layout in the mapping idea board and here's the result.
This is my first map and it's supposed to be played in the Capture the Flag mode.
Of course it can be played in Rambomatch, Deathmatch , TDM as well.
This map does only work with Soldat 1.6.7 + since it is using the new polygon type called 'background'.
I might recreate the final ctf_Pyramid to work with 1.6.6 because I'm not a fan of things just being compatible with certain versions.

This map is very intense and it's a lot about boosting, rushing & defending.
Akinaro made the very latest version of this map.

Credits:
Akinaro for doing the V2
smiluu for giving a very good layout idea

**ATTENTION** This map does only work for 1.6.7 + since it is using the new polygon type 'background'.


(http://showyourself.net/7240/ctf_Pyramid.PNG) (http://postimg.org/image/664hcgqsl/full/)
(map overview)

Screenshots:

(http://tms.jrgp.org/t/1829) (http://tms.jrgp.org/2010/?act=download&sa=scr&scn=1&map=1829)

________________________________________

Download (http://tms.jrgp.org/2010/?download=1829) (http://tms.jrgp.org/2010/?act=image_download_count&id=1829) / Rate on TMS (http://tms.jrgp.org/2010/?map=1829)
________________________________________

See more maps by darDar (http://tms.jrgp.org/2010/?user=1684) (http://tms.jrgp.org/2010/?act=image_user_maps_count&id=1684)

Hosted by jrgp's Soldat Mapping Showcase (http://tms.jrgp.org/2010/).


Title: Re: ctf_Pyramid
Post by: Drax on March 27, 2014, 11:08:57 pm
perfect background, but maybe sphinx would do better than this woman
nice end of pyramid
I don't like spikes on those 2 pyramids
you didn't add steps to pyramid
no scenery in lower lvl
well it's a nice looking map, but I hoped you would add 3rd lvl with cool looking things or something... well it's your choice
Title: Re: ctf_Pyramid
Post by: BlackHoles on March 28, 2014, 01:52:56 am
nice first map! :)
maybe its good to put the pyramid in the middle to background and creating some ways like you can see on the picture as example.

(http://s21.postimg.org/8guxfafp3/example.png)

reducing scenerys(500~) and polygons(400~) would be not bad and reducing the size of the background-scenery(2.5mb) and other sceneries(5mb total)

Title: Re: ctf_Pyramid
Post by: Akinaro on March 28, 2014, 04:05:35 am
definitely to big file size, you can resize most of big files even to 800x800 without loosing too much details. Beside its background to its nothing bad if its a bit blured.
Also you can use PNGout app to change size of PNG files without loosing quality.

About map:
I like this background, I think I know that image... face looks really cool. But you can remove this semitransparent pyramid on the left.
And Main Pyramid is a bit bend to the left site, map is not aligned to good.
Title: Re: ctf_Pyramid
Post by: darDar on March 28, 2014, 02:25:54 pm
perfect background, but maybe sphinx would do better than this woman
nice end of pyramid
Yes, I might add Sphinxes somewhere else maybe.
Quote
I don't like spikes on those 2 pyramids
What dont you like about it ?
Quote
you didn't add steps to pyramid
No, I decided against that!
Quote
no scenery in lower lvl
It's on my todo list!
Quote
well it's a nice looking map, but I hoped you would add 3rd lvl with cool looking things or something... well it's your choice
Thanks!
I will obviously not add another floor to the lower route as it would destroy the waypoints for a decent 3on3 match then. The map is supposed to be played with two people on the upper route and one player for low (or one def).
If there was another route on low this would not work out any more.


Quote
@Akinaro:
definitely to big file size, you can resize most of big files even to 800x800 without loosing too much details. Beside its background to its nothing bad if its a bit blured.
Also you can use PNGout app to change size of PNG files without loosing quality.
Yes, It's pretty big - and there's also a screenshot in the rar. which causes that. I didn't know about these converters but I will use them for the next update.
Quote
But you can remove this semitransparent pyramid on the left.
Yes, It was not supposed to be semitransparent. It should actually be in front but it was on front of the polygon then as well!
Quote
And Main Pyramid is a bit bend to the left site, map is not aligned to good.
I'll take care about thatin my update.
Title: Re: ctf_Pyramid
Post by: smiluu on March 29, 2014, 09:07:53 am
Check the attachment
Title: Re: ctf_Pyramid
Post by: Akinaro on March 29, 2014, 09:50:34 am
Map have wrong name: ctf_Pryamid.PMS
You should put textures and all sceneries in file, because eg, I dont have this texture that you use.
and one of my zip app see your file as a corrupted.

Use smp MAPPACKER or other program that pack and save maps.
Title: Re: ctf_Pyramid
Post by: darDar on April 02, 2014, 05:50:21 am
Map have wrong name: ctf_Pryamid.PMS
You should put textures and all sceneries in file, because eg, I dont have this texture that you use.
and one of my zip app see your file as a corrupted.

Use smp MAPPACKER or other program that pack and save maps.
Thanks

@smiluu
I like that a lot! The first middle route suggested by Akinaro suggested here (http://forums.soldat.pl/index.php?topic=43385.msg518533#msg518533) was a bit pointless in my opinion but this one might add some depth into the gameplay of the map.
Title: Re: ctf_Pyramid
Post by: darDar on April 11, 2014, 08:30:49 am
I'm a bit lost since I can't really add new polygons because the textures are always wrong.
It's added as attachment, maybe someone can help me out and tell me how to fix that & get the default texture size back.
 :|
Title: Re: ctf_Pyramid
Post by: Viral on April 11, 2014, 10:06:34 am
Seems like the texture you have now (the "correct" one) is zoomed out a bit. Ctrl+A > Ctrl+F to fix the whole texture. If it changes to the "incorrect" size i was right.
Two options:
1)
Keep working on the "incorrect" one and ignore it. When you finish the whole map you can switch the texture to a smaller one, save/compile, then reopen it and select your desired one - it will be the size of the smaller one you picked. Try with different sizes.
2)Resize it a bit in Paint and use the new one.
Title: Re: ctf_Pyramid
Post by: Akinaro on April 12, 2014, 02:07:58 pm
Still in the work(loots of work...)

(http://s26.postimg.org/r1qrnpmzt/sample.jpg)

map overview:
(http://s26.postimg.org/664hcgqsl/overal.jpg) (http://postimg.org/image/664hcgqsl/)

need to modify background and remove that ugly sand in both site of map.
Title: Re: ctf_Pyramid
Post by: darDar on April 12, 2014, 02:13:44 pm
Oh my God !
This looks so insane & hot! I'm speachless! You are by far the best visual map artists we have :)
Title: Re: ctf_Pyramid
Post by: Akinaro on April 13, 2014, 05:40:15 am
Don't get to excited :] I'm not gonna finish it(don't have time right now), but feel free to end it from point that I have right now:

Its still need "optimization", as you can see here:
(http://s26.postimg.org/n715qd7z9/polygons.jpg) (http://postimg.org/image/n715qd7z9/)

You can easily delete few polygons to get less than current 871 and you can resize sceneries that I made(I guesses even from current 1MB to 600-650KB) and you can add some props to both side of the tunnel so players can get cover on this straight patch(I wanted to add broken statue).

Here is last version that I made. Polish it a bit, fix few polybugs and you gonna have nice map :]
(http://s26.postimg.org/437ua0v51/preview_02.jpg) (http://postimg.org/image/437ua0v51/)


PS. ITS ONLY FOR 1.6.7!!! because I used new polygons as a background of tunnel
Title: Re: ctf_Pyramid
Post by: dominikkk26 on April 13, 2014, 06:57:12 am
Akinaro: from where, you take these wonderful graphics?
Title: Re: ctf_Pyramid
Post by: Akinaro on April 13, 2014, 11:35:06 am
Small site with few images, its not so well known site, but you can find there few things: google.com :P :P :P

but to be honest they arent so perfect, but I didnt had mood to search for better ones, so I get first from list :] And as I said it need some polishing, so darDar finish it if you want.



EDIT: sorry for bumping but I forgot that there is one major bug that could give you some problem to fix(this ugly line in background). here is fixed version.

But still its need some smaller fixes and polishing so don't treat is as a finished map.
Its need more work that I can't make right now(its more than two hours of work[with breaks of course :]) so better finish it before you upload it anywhere.
Title: Re: ctf_Pyramid
Post by: darDar on April 13, 2014, 11:41:36 am
Small site with few images, its not so well known site, but you can find there few things: google.com :P :P :P

but to be honest they arent so perfect, but I didnt had mood to search for better ones, so I get first from list :] And as I said it need some polishing, so darDar finish it if you want.



EDIT: sorry for bumping but I forgot that there is one major bug that could give you some problem to fix(this ugly line in background). here is fixed version.

But still its need some smaller fixes and polishing so don't treat is as a finished map.
Its need more work that I can't make right now(its more than two hours of work[with breaks of course :]) so better finish it before you upload it anywhere.
Yeah, I noticed that bug as well!
Thanks for the quick fix and I really appreciate helping me out here. I'm wondering if I can make any improvements yet but I will try to. I noticed some polybugs I will try to polish them out & add colliders etc.

Could you give me a todo list with your plans?
Would be easier for me to get along then I guess!
Thanks
Title: Re: ctf_Pyramid
Post by: Akinaro on April 13, 2014, 12:09:39 pm
its more like fixing polybugs, that is most time consuming, and adding better sceneries(and resizing existing)

(http://s26.postimg.org/7f653bmw9/todo.jpg)

1. Ugly. Need to change totally to sand so only wall of tunnel would be from bricks
2. better add here polygon, because I found out that its good map for nade boost. and this place need smoother move, when you grab enemy flag and nade boost in this sandbag. in the middle of tunnel also are sandbag for nade boost that are good for fast crossing it.
3. Ugly. Need better sceneries. maybe wooden supporting beams.
4. its nade jump spot. but its need some sceneries so its would looks better.
5. here I wanted to place broken statue that could provide cover. its would be scenery with "only bullet collide" polygons.
6. you can remove about 8 polygons from here(Ps i did here for test 3D effect but it doesn't look to good from player perspective so 6 more polygons to delete)
7. Ugly. need some sceneries or more polygons so it would looks like ruins/rocks
8. Need better sceneries. I was thinking about something like THIS (http://www.zsplast.gdynia.pl/historia_sztuki/kanon_dziel_obrazy/egipt/edfu_swiatynia_horusa_pylony.jpg) but simpler and made from background polygons.
9. It would look better with more hanging sceneries like this one.

Beside there is loots of small polybugs that can be removed easily, but its need time to do it.

And of course you can resize most of sceneries that I put on the map. They are medium size and on map I shrunk them so there is no reason for having bigger images that used on map.
Title: Re: ctf_Pyramid
Post by: dominikkk26 on April 13, 2014, 02:39:49 pm
IN 6 add bouncy
Title: Re: ctf_Pyramid
Post by: darDar on April 14, 2014, 01:00:39 pm
Thanks for the list!
Title: Re: ctf_Pyramid [1.6.7]
Post by: nosejj on May 01, 2014, 07:51:58 am
Wow! Great design and I like the routes suggested.
At first I thought it would completely resemble me of Campeche, but it actually feels fresh!

Some fixes and suggsetions:
• Overall I think the map should be a tad smaller to make it more fitting to the competative gaming style.
• Trying to roll backwards to hop above the stone (near the flag) gets u stuck in the upper area of the stone.
• I would definietely consider opening the low route and add some interesting polys there to not make it as straight forward. Maybe narrowing it down could be good.
• Same with the center area, make it open to fall to low route (the map has to be smaller in order to fit 3v3 imo).
• If the map would get smaller, then I'd suggest lowering the jetpack's amount a little, it's pretty high even atm.
• It's really easy to get nades stuck near the bunkers in the respawn points, you can get them stuck into the floor.

Honestly, I see a lot of potential in this map!
Title: Re: ctf_Pyramid [1.6.7]
Post by: darDar on May 01, 2014, 04:24:13 pm
nosejj,
thanks for the feedback
Quote
Wow! Great design
Akinaro is the engine behind all of that!
Quote
• Overall I think the map should be a tad smaller to make it more fitting to the competative gaming style.
Yes, that's true. The map was size was involved with the 1.6.6 version and I didn't want to make it too easy to boost the flag from Base A to Base B, which wouldn't work the way it did in 1.6.6 anyway, since the flag boosting was reduced massively.
Quote
• Trying to roll backwards to hop above the stone (near the flag) gets u stuck in the upper area of the stone.
I will add that to my bug list, thanks!
Quote
• I would definietely consider opening the low route and add some interesting polys there to not make it as straight forward. Maybe narrowing it down could be good.
Yes, that's already on our to-do list, also the map doesn't have any colliders yet.
Quote
• Same with the center area, make it open to fall to low route (the map has to be smaller in order to fit 3v3 imo).
I don't really know what you mean by that. In my opinion the center / low / mid area is the highlight of the map since the player who uses this route has so many opportunities and can do quite a lot there. Maybe you can add a screenshot with an edit.
Quote
• If the map would get smaller, then I'd suggest lowering the jetpack's amount a little, it's pretty high even atm.
Depending on how the flag boosting will be in 1.6.7, I / we will consider to make the map smaller, to guarantee a good chance of boosting the flag
Title: Re: ctf_Pyramid [1.6.7]
Post by: darDar on May 04, 2014, 02:53:25 am
I think about reducing the map size by 20% (especially the lower route is quite long, but also the pyramid itself is quite big and since the flag boosting was reduced a lot it's pretty hard to throw the flag over it)

By the way:

I accidently used an old screenshot.

(http://showyourself.net/7240/new.jpeg)

Viral, you're the best mapper we ever had by far in the terms of visuals.
As a member of the map team, I am interested at seeing remakes from you. Soldat default maps need a good visual overhaul for sure.

Sorry Bistoufly, but I don't think anyone can beat Akinaro  in terms of visuals! (and he is working on like 10 maps at the same time. I'm scared of the look he might create if he would focus on one project) Viral is still a great mapper though!!

Hope I find some time to make some changes to the map though!
Title: Re: ctf_Pyramid [1.6.7]
Post by: Bistoufly on May 04, 2014, 03:26:47 am

Viral, you're the best mapper we ever had by far in the terms of visuals.
As a member of the map team, I am interested at seeing remakes from you. Soldat default maps need a good visual overhaul for sure.

Sorry Bistoufly, but I don't think anyone can beat Akinaro  in terms of visuals! (and he is working on like 10 maps at the same time. I'm scared of the look he might create if he would focus on one project) Viral is still a great mapper though!!


Well that's like your opinion, man.


For me Viral is way better. Viral's style is more minimal. He focus on perfect colors, shapes and proportions. And if you see his climb maps, you'll see he is also extremely creative in his designs.
Akarino on the other hand focus on using lots of custom lighting, backgrounds, complex texturing. Maybe that's what you like about his maps. But for me that doesn't cut it.
Title: Re: ctf_Pyramid [1.6.7]
Post by: Akinaro on May 04, 2014, 03:35:38 am
I have different style and viral have different, he always stick to "rugged" style of visible polygons, so he use almost classic polygons map, looooots of old players like that, even i like some maps like that.

I work in different way, im playing with maps i like more realistic look, with deep shadows, good contrast and more than half of main sceneries are made in gimp and then edited with pw.
And for example my last ctf_bridge is almost totally made in gimp: i draw all map using thie program and then put mountain as a texture and rest as a sceneries. I love this style ist way simpler than playing with classic multitextures. And yes dunno why i work in 3-4 maps per week xD i have almost 70 maps in my folder that are almost finnished :P
Title: Re: ctf_Pyramid [1.6.7]
Post by: Bistoufly on May 04, 2014, 03:40:44 am
I have different style and viral have different, he always stick to "rugged" style of visible polygons, so he use almost classic polygons map, looooots of old players like that, even i like some maps like that.

I work in different way, im playing with maps i like more realistic look, with deep shadows, good contrast and more than half of main sceneries are made in gimp and then edited with pw.
And for example my last ctf_bridge is almost totally made in gimp: i draw all map using thie program and then put mountain as a texture and rest as a sceneries. I love this style ist way simpler than playing with classic multitextures. And yes dunno why i work in 3-4 maps per week xD i have almost 70 maps in my folder that are almost finnished :P
Yeah you have your own style. And that's good. I like that you experiment with new things. Using gimp for custom texturing and scenery. I think there is a lot of potential there.

Title: Re: ctf_Pyramid [1.6.7]
Post by: zakath on May 04, 2014, 05:33:55 am
Some notes:
As upper path is huge, I would play this map I would play a equinox/viet kind of tactic, one reliable defender and two boosting m79/auto attackers going top, I probably wouldn't go low at all except maybe when I grabbed the flag and even then I would prefer to boost up top as how flat the lower path is(spawner picks barret and shoots efc).
To make lower path somewhat useful perhaps set the pillars to middle for hiding as well as maybe make them obc.
Title: Re: ctf_Pyramid [1.6.7]
Post by: darDar on May 05, 2014, 04:13:23 am
Some notes:
As upper path is huge, I would play this map I would play a equinox/viet kind of tactic, one reliable defender and two boosting m79/auto attackers going top, I probably wouldn't go low at all except maybe when I grabbed the flag and even then I would prefer to boost up top as how flat the lower path is(spawner picks barret and shoots efc).
To make lower path somewhat useful perhaps set the pillars to middle for hiding as well as maybe make them obc.
Yes, the map is supposed to be played like that - Boosting like on Equinox , rotating like on Viet (3 ups or 2 ups 1 low) + the boosting / defending ctf_Kampf has.
About the low part:
That's true , the lower route was not really touched yet and it's really easy to get sniped there. I want to make the whole map smaller (especially the lower route is pretty large and the height is too large)
If someone reached the middle of the lower part he has a good position to make some good plays!

The only thing holding me down to make changes on the map is that they will look completely different to the current state since I have no idea how Akinaro is doing the visuals.
Title: Re: ctf_Pyramid [1.6.7]
Post by: Akinaro on May 05, 2014, 04:59:49 am
think about it as a spider that walk on your head, and you have only hammer in hand, you need bang it multiple time to kill him and watch out to not lose consciousness :]

So bang him really hard before you lost your ideas. Im working right now on few maps, and I need to fix Wretch remake that I upload yesterday, and AGAIN I need to change textures on B2b because I dont like snow style of it so I can't help you too much :]