Author Topic: CTF_Hatchet (Modified 2)  (Read 2829 times)

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Offline Eagles_Arrows

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CTF_Hatchet (Modified 2)
« on: February 12, 2007, 10:48:11 pm »
CTF_Hatchet

[Overview]
[Screen1]
[Screen2]
[Screen3]

Waypointed: Yes

This map requires teamwork.  Seize the hill and you can get a good offense going. 
However, since there are rarely any medikits around the mid-section of the map,
you'll have to avoid losing alot of health if you're on offense. 
Sprayblockers are provided.

As you may have noticed, I made visuals lighter and the poly structure simpler
and more defaultish, compared to my previous maps.  Just wanted to try out
something different.

Download[/u]
[/size]
« Last Edit: February 19, 2007, 05:07:01 pm by Eagles_Arrows »

"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals

Offline Wraithlike

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Re: CTF_Hatchet
« Reply #1 on: February 12, 2007, 10:58:08 pm »
What has MisterCharles done to us?!? His Defaultyness is rubbing off on us. Damn you infiltration. Ummm...

Ok, awesome looking map. The layout looks really promising, and the visuals are nice and defaulty. The transition from rock to grass/dirt is nice, albeit a bit hard. Over all, good work. It's a really nice map. Now go wypt inf maps! :D

Offline The Geologist

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Re: CTF_Hatchet
« Reply #2 on: February 12, 2007, 11:26:11 pm »
Meh..I'd give it a 7/10.

Holy crap I'm commenting on a map?

Yea, it's been a while..but what the heck. 

1) Shading - Where is it?  I see a nice color gradient, I see hints of shading, but you could accentuate that with some darker tones in a few places such as parts of the ceiling, the bottoms of some of the platforms, etc.

2) Scenery - Good in some places, not so good in others.  Your ropes all vary in thickness, and it makes it look kinda odd.  This is purely aesthetic, but you could just use one rope scenery, copy and paste, and adjust/rotate the segments so they a) fit together and b)don't overlap and stick out.

3)Perfect symmetry - Some people swear by it, I don't care for it.  Makes the map seem a bit less realistic in my opinion..you've got default maps that are symmetric, and some that aren't.  CTF maps like this seem a little better when not symmetrical.  If it were a Kampf style map I might say otherwise, but the feel of this map demands the asymmetry of Laos or Run.

4) Poly placement - Some of the polys can get in the way with players running around.  While this might be a good intention for some maps, the upper route of this one seems to get in the way when people get near the middle.  Maybe raise the roof a bit? (Pun totally intended)

Otherwise, it's a nice start.  I'd say polish it up a bit and it could be quite a bit better.  Keep practicing.  [retard]
« Last Edit: February 12, 2007, 11:28:00 pm by The Geologist »
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Offline Keron Cyst

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Re: CTF_Hatchet
« Reply #3 on: February 12, 2007, 11:59:28 pm »
It tries to mimic MM's and Chakapoko maker's style but it doesn't use radical enough vertex colors. The perfect symmetry doesn't really help either, heh. Pretty much what Geo said now that I think about it, even though I didn't read his review before myself commenting :P

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Offline MaVeRiCk/PaT0!

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Re: CTF_Hatchet
« Reply #4 on: February 13, 2007, 08:41:52 am »
I played this map now with the bots and I think that the gameplay is really good :) .
I  have just one suggestion: you should add some trees in this map.

Offline Eagles_Arrows

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Re: CTF_Hatchet (Modified)
« Reply #5 on: February 13, 2007, 08:01:06 pm »
Okay, I'm through modifying this.  Added shading, redid ceiling, and added a couple of more colliders.  However, the map remains perfectly symmetric due to my lazy, stupid self.  I've already started on another map.

Oh yeah, and I just wanted to say thanks to whoever gave me zero stars, and with no explanation why!  You must be the best map critic ever.
« Last Edit: February 13, 2007, 08:04:18 pm by Eagles_Arrows »

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Offline TeaBag

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Re: CTF_Hatchet (Modified)
« Reply #6 on: February 14, 2007, 02:03:08 am »
it looks good and i think that the gameplay is good as well... the only thing i don't like is the bridge in the middle...

that make 4Stars from me  :)
« Last Edit: February 14, 2007, 02:05:40 am by TeaBag »

Offline Avarax

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Re: CTF_Hatchet (Modified)
« Reply #7 on: February 14, 2007, 10:19:01 am »
i think i'll nominate this ;D
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Four I'm under the host

Offline 1010011010

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Re: CTF_Hatchet (Modified)
« Reply #8 on: February 14, 2007, 10:23:22 am »
Why are you convinced that you need shading? It's a great map, it doesn't need ten thousand overused effects that everybody's seen over and over again in the new fancy maps that don't even run or play that well. It's not like the color effects anything. Solid gray would be fine. I would've given you a 5 for playability and polygon placement, but I have you a three out of principle.

Offline Spasm

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Re: CTF_Hatchet (Modified)
« Reply #9 on: February 16, 2007, 12:13:51 am »
I really like it.  Very basic design and it gameplay is A+.  Nice work.
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Offline Eagles_Arrows

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Re: CTF_Hatchet (Modified 2)
« Reply #10 on: February 19, 2007, 05:08:12 pm »
Updated

"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals

Offline Avarax

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Re: CTF_Hatchet (Modified 2)
« Reply #11 on: February 24, 2007, 05:18:58 am »


Nominated for the MotW #9 (12th - 25th of February) by Avarax
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host