Author Topic: ctf_aeau  (Read 1454 times)

0 Members and 1 Guest are viewing this topic.

Offline Blue-ninja

  • Veteran
  • *****
  • Posts: 1419
ctf_aeau
« on: September 15, 2007, 08:53:44 pm »
ctf_Aeau

By Blue-ninja
__________________

Man, this map was epic. The layout reminds me of that viet map or something, the flag positions and the routes. Except with a few tweaks and a couple of bridges added. Not a remake. Spray shields added and a predator bonus put in the game.


(^Click To Enlarge^)

________________________________________

Download / Rate on TMS
________________________________________

This Map Is Hosted By The Mapping Showcase

Offline Avarax

  • Veteran
  • *****
  • Posts: 1529
    • Official Hexer & MMod site
Re: ctf_aeau
« Reply #1 on: September 16, 2007, 03:41:57 am »
Looks very unsmooth to move over. I guess that will hamper gameplay a lot. Use more straight surfaces and not so many spikes. Optics are fine, allthough I dislike the shading style because it offers no variation and is thus a bit boring.
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline Blue-ninja

  • Veteran
  • *****
  • Posts: 1419
Re: ctf_aeau
« Reply #2 on: September 16, 2007, 03:54:40 am »
Shading style's a force of habit. While I admit myself that I was trying to make a deathmatch map, the symmetry of it leaned towards CTF.

I'll smooth it over when I have the time. *schoolwork*

Offline ~Niko~

  • Rainbow Warrior
  • *****
  • Posts: 2410
Re: ctf_aeau
« Reply #3 on: September 16, 2007, 04:26:45 am »
Shading is great, i love the light effects and the spiky style of this map. Bad thing is it is mirrored =/

Offline Blue-ninja

  • Veteran
  • *****
  • Posts: 1419
Re: ctf_aeau
« Reply #4 on: September 16, 2007, 07:38:39 pm »
It's not mirrored. The routes are different on both sides. Just the bases, for fair play.

Offline ~Niko~

  • Rainbow Warrior
  • *****
  • Posts: 2410
Re: ctf_aeau
« Reply #5 on: September 18, 2007, 08:34:38 am »
I know, but the most part of the map is mirrored    =/

Gj anyways.

Offline Iq Unlimited

  • Flagrunner
  • ****
  • Posts: 864
  • mr. foobar2000
Re: ctf_aeau
« Reply #6 on: September 18, 2007, 07:25:35 pm »
Your copying like...random mapmakers styles and making your own twist to it :/.

Offline Blacksheepboy

  • Veteran
  • *****
  • Posts: 1817
Re: ctf_aeau
« Reply #7 on: September 18, 2007, 07:54:54 pm »
:-\ Well, we all feed off of each other eh?

Hmm, I personally don't really like the lights because it reminds me of a chinese type them, and this isn't a chinese type theme.

Although the terrain isn't smooth, I'd have to say that I like this setup. It looks fun, but would be annoying for flag running. Also I do like the shading, and the monotony of it doesn't really bother me.

I would playtest this...but I do have some things to do :-\.

Offline Blue-ninja

  • Veteran
  • *****
  • Posts: 1419
Re: ctf_aeau
« Reply #8 on: September 18, 2007, 11:50:33 pm »
The lights are erbrium-styled. God I loved that HTF map. If they were chinese-styled lamps, they would have lanterns in them. Right now, they don't have chinese lamp sceneries. Just glows. But thanks for the reference, because I also liked the Tanabata festivals.

Offline Snow

  • Camper
  • ***
  • Posts: 279
Re: ctf_aeau
« Reply #9 on: September 19, 2007, 03:04:23 am »
Since you were the first to give feedback on my map, you're the first mapper that I can now offer feedback on. (I kinda believe that you can't really critique a map unless you play hundreds of maps hard core or have map making experience and know what it takes. Of course I'm still a newby with limited experience.)

I think the look and shading are fantastic. I do agree with what Avarax said and use some straighter surfaces.. but still of course maintain that spikey look. I like the depth too.
That's all I can tell ya for now.
 
« Last Edit: September 19, 2007, 03:07:53 am by Snow »
"Evil will always triumph, because Good is dumb." - Dark Helmet

Offline Krypt_

  • Soldier
  • **
  • Posts: 159
Re: ctf_aeau
« Reply #10 on: September 19, 2007, 09:59:20 pm »
It kind of seems like you ripped the hanging lights idea from another map I can't quite recall... (XTender's chinese lookin' map? the one with floating platforms?) And the lights do work! I'm not saying they are awful. They fit, but I feel that if you either lessened the amount of opacity on the lights (assuming you are using a scenery-gfx to create the bright effect of the bulbs) above the map or increased the opacity to a brilliant brightness underneath the ground in that cave section mid-map. I can understand how it's dark, but underground shouldn't it be a tad...darker? Lookin' good, Blue! :D

Expression.Freedom.Art.