Author Topic: ctf_Scorp 1.3  (Read 2928 times)

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Offline Prisma

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ctf_Scorp 1.3
« on: September 23, 2007, 10:15:37 am »
ctf_Scorp 1.3[/b] by Pokoo
 

Overview (normal)
Overview (wires)

Screenshot 1[/url]
Screenshot 2
Screenshot 3
Screenshot 4[/url]
Screenshot 5
Screenshot 6

Download

Changelog:
- completely re-modded
- jet fuel: normal
- no exit to the roof anymore
« Last Edit: October 03, 2007, 10:36:01 am by Prisma »

Offline ~Niko~

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Re: ctf_Scorp
« Reply #1 on: September 23, 2007, 11:38:14 am »
The texture strech is very good, what are those lights around the map  ??? looks weird... very nice bridge and ropes around the platforms.... shades are ok... so nothing more to say :D

Offline Wraithlike

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Re: ctf_Scorp
« Reply #2 on: September 23, 2007, 11:55:05 am »
Flag placement is terrible. Good luck at ever capping against a good team. If you fixed that it'd be a pretty nice map.

Offline Keron Cyst

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Re: ctf_Scorp
« Reply #3 on: September 23, 2007, 12:05:13 pm »
Do this and you will achieve enlightenment.

Offline Demonic

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Re: ctf_Scorp
« Reply #4 on: September 23, 2007, 12:42:48 pm »
^ even so, spawns ahead of flag = baaaaad.

Offline Avarax

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Re: ctf_Scorp
« Reply #5 on: September 23, 2007, 01:29:38 pm »
Keron's version seems worse to me :-X
I'd recommend placing the flags at the same spot as the grenade kits next to the spawns.
Shading is a bit bland but fine.
I like to have one Martini
Two at the very most
Three I'm under the table
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Offline Wraithlike

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Re: ctf_Scorp
« Reply #6 on: September 23, 2007, 02:20:24 pm »
I'd say switching the spawns with the flag would be fine enough.

Offline Eagles_Arrows

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Re: ctf_Scorp
« Reply #7 on: September 23, 2007, 03:31:09 pm »
Damnit, use FileAve or TMS to host your maps.

The area around the bridge is too thin, flag spawns should be replaced with player spawns as Wraithlike said (then make those tight areas larger), miniature bridges on top should be removed, and the barrels are somewhat dull-looking due to lack of variation in rotation.
« Last Edit: September 23, 2007, 03:51:11 pm by Eagles_Arrows »

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Offline Tactical Sniper

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Re: ctf_Scorp
« Reply #8 on: September 23, 2007, 08:36:52 pm »
I don't know why this is only a one star map, it seems ok to me. ??? ???

Offline Prisma

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Re: ctf_Scorp
« Reply #9 on: September 25, 2007, 09:33:05 am »

Offline ~Niko~

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Re: ctf_Scorp
« Reply #10 on: September 25, 2007, 09:39:26 am »
Now it's better, nice placement of the flag... GJ

Offline Prisma

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Re: ctf_Scorp
« Reply #11 on: September 25, 2007, 11:03:36 am »
« Last Edit: September 25, 2007, 11:15:57 am by Prisma »

Offline ~Niko~

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Re: ctf_Scorp 1.2
« Reply #12 on: September 25, 2007, 12:37:05 pm »
What did you added/removed in the 1.2 version? i see the same map...

Offline Prisma

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Re: ctf_Scorp 1.2
« Reply #13 on: September 25, 2007, 01:03:38 pm »
Jet is changed to 70

Offline Suowarrior

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Re: ctf_Scorp 1.2
« Reply #14 on: September 27, 2007, 10:47:24 am »
Wow, heres something great! The look is cool... The look isn't made by the skillest way: There's no multitexturing and scenery work isn't suprising.., but the polygon colours are the great ones and also texture. Anyway the look is that I'm really satisfied with, maybe the best looking map to my eyes at the forums that I've seen. Then the most important: Layout, It's also really good :). I really like the top way and the bottom is also good. The layout reminds me of ctf_Dropdown, it's just better, in my view... Can't say a word about flag places, there could be more space, but tunnel could be also good... Overally I really like this and It could be worth default, the best one of the new maps I've seen here.

I really want to complain something about and I found two things: Layouts missing and the medicits spawn sometimes randomly (for example red . The medicit problem is easily fixed. The problem: for example a red team player picks red side medicit and then next medicit spawns randomly in other spawns (for example grenade, player spawns), that's why cos you have placed only one medicit spawn into red side. Soldat works this way: If you take medicit as alpha in red side the next medicit primary spawns into other red side medicit spawn, but if you haven't got that medicit spawn on the red side, secondary it spawns into other spawns (grenade, player spawns) in red side (half way is the line in compiled version). That's why you have to place other medicit somewhere, I would recommend place them next to player spawn.

Look: 2/2
Layout: 2½/3

Offline Prisma

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Re: ctf_Scorp 1.3
« Reply #15 on: October 03, 2007, 09:15:33 am »
Modified

ctf_Scorp 1.3

Offline ~Niko~

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Re: ctf_Scorp 1.3
« Reply #16 on: October 03, 2007, 09:34:43 am »
GJ dude... too many ropes maybe? GJ anyways....

Offline Prisma

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Re: ctf_Scorp 1.3
« Reply #17 on: October 05, 2007, 02:50:52 am »
Some more comments, maybe? :D

Offline Suowarrior

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Re: ctf_Scorp 1.3
« Reply #18 on: October 05, 2007, 06:28:37 am »
I kinda liked more of the older version... It's still good but u've made more polys there which make map a bit more bugsy and not so smooth... Also u aren't so talented with scenery... Scenery work is pretty simple, u've used only a few sceneries about thousand times, for example ropes and barrels. I also liked bottom more in older version, now the center bridge is more open and it's easier to kill bottom soldateers in middle way. And also medicits are still spawning randomly as I said before. As a hint don't publish many versions of maps, because I guess we don't have energy to test every version...