Official Soldat Forums

Soldat Maps & Mapmaking => CTF/INF maps => Topic started by: Aeronic on July 01, 2020, 01:17:50 pm

Title: [CTF] Blood for the Blood God
Post by: Aeronic on July 01, 2020, 01:17:50 pm

Both CTF & HNS versions of Blood are currently available on Midgard's servers now!


Not a fan of spamfests, ctf_Blood is an attempt to increase the dimensions of how modern CTF is played, without rocking the boat (too much)...  Intended as a sort of return to some of the great maps I remember, but with some twists as well. 

Currently in beta, pending further testing and feedback. 

My objectives while making the map:
Note: waypoints are implemented and bots can cap, but there are a few bugs.  The movement demands of this map are a bit too much for the pathing options available :)


DOWNLOAD (;topic=45537.0;attach=33932)

You can also find this map on the steam workshop here (, and view the changelog here ( 


Shoutout to Ghost for putting it up on Midgard, helping me find feedback, and dealing with some problems on my end.  :-*  :-*  :-*

Title: Re: [CTF] Blood for the Blood God
Post by: Savage on July 01, 2020, 02:17:45 pm
Beautiful map :)
Title: Re: [CTF] Blood for the Blood God
Post by: soldat-game on July 01, 2020, 02:28:31 pm
this vertical light pole is a nice idea but it doesn't fit in with other elements with light.
Title: Re: [CTF] Blood for the Blood God
Post by: Aeronic on July 06, 2020, 04:26:27 pm
I have to admit, I had grander plans for the lighting.  It just got to a point where I didn't want to clutter things too much or change the aesthetic - I'd gotten used to it and thought it looked fine. 

Given I was mainly concerned with how the map plays, I simply left it in for the time being.  I think it's only going to be a concern if players think it's too distracting or otherwise interferes with gameplay. 

Thanks for the feedback though
Title: Re: [CTF] Blood for the Blood God
Post by: homerofgods on July 08, 2020, 08:54:01 am
Really nice! I tested the ctf map. Love the .gif nades, bouncy polygons and the dead bodies.
1. I don't see the middle statue. Check again what scenery is back/front. I generally play with background scenery off and have noticed a bunch of maps that should have double-checked this.
2. The middle triangle thing shows as a white square for me. Missing scenery?
3. Texture looks stretched at some places. I don't know if it is possible to fix or do better:
4. Hard edged polygons. Maybe it's possible to make the texture go through several polys in a better way?
Title: Re: [CTF] Blood for the Blood God
Post by: Aeronic on July 08, 2020, 07:34:23 pm
Ugh, I had an issue where I had to replace that "missing" scenery file and I named it incorrectly.  Thanks for pointing this out, other feedback I'd seen showed other people must have still been using the old graphic!

I've replaced the attachment and adjusted the download link accordingly, but if you've already downloaded the map you can simply rename ay-crystal to ay_crystal and you should be good to go. 

As for the other issues:

1. The only people who've had difficulty seeing the statue in the past in my experience had animated scenery or background scenery disabled.  It's not animated, but it is background.  I didn't realise this would be a problem when making the map, and will make sure all necessary scenery files are not set to be in the back in the next revision.  It looks like you're missing some other key graphics, too. 

3. As for the uneven texturing, I didn't even think anyone would bother to notice, but you're right.  I will improve that in a future revision. 

4. Could you describe what you mean in more detail?  Those platforms on either side of the missing graphic crystal should simply have higher poly count to make them look better? 
Title: Re: [CTF] Blood for the Blood God
Post by: Aeronic on July 09, 2020, 08:28:05 am
I've made some further changes, hopefully doing enough to address your concerns. 

Scenery instances are now properly set so that people who have disabled background scenery from loading will be able to see all important ones, and can now actually be able to properly play the map. 

There are some other tweaks and fixes as well, e.g. some minor poly adjustments, adding nades to roof of the top route, etc.. 

Copied the alterations over to the hns version, too. 

Let me know how it turns out :)
Title: Re: [CTF] Blood for the Blood God
Post by: homerofgods on October 11, 2020, 12:56:52 pm
That middle statue is the coolest thing I've seen in Soldat in a while :) (
We have this statue where I work btw (Colosseum Cinema) (

If I wanted to give further feedback this might be it:
1.Make the ground lighter perhaps to get more contrast between the awsum background and the ground you're walking on
2.Make the slope on each side slippery so that you can slide over to the other side. You can even do some visuals on that (maybe some toxic waste or sewers leaking out of some pipes on each side)
Title: Re: [CTF] Blood for the Blood God
Post by: Aeronic on October 26, 2020, 03:55:58 pm
(New version uploaded)

Hey, thanks for the further feedback.  Cool statue :)  I'd already thought of colouring the ramp area, it needed that so good spot.  I've also included your suggestion for the icy polys, seems like something good for the HNS version even if it proves too fast for CTF, but it's there in both for now. 

I never felt comfortable with how the middle area of the map was in the first release version.  Had some time recently, so I've made some big changes, greatly opening the map up, and I think it plays a lot better as a result so far. 

There are numerous other tweaks, including not being able to walk through the pipe on the forward spawn locations, visual changes, improved waypoints, etc.. 

Check it out ;)
Title: Re: [CTF] Blood for the Blood God
Post by: Aeronic on October 31, 2020, 02:58:24 am
Another smaller update. 

Mostly includes visual enhancements, but also some bug fixes and minor tweaks as well.  The HNS version is further diverged from the CTF map, with a couple of jump pads further increasing movement opportunities in the bases, and a bloody waterfall in the middle of the map because why not (credit: Crasher's Junglefall map).