Author Topic: Ctf_Temple(beta)  (Read 1536 times)

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Offline di0xygen

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Ctf_Temple(beta)
« on: December 14, 2007, 11:05:01 pm »
Sorry if name is already taken. It's a little boredom map I made. It's not complete and has no waypoints. 4 flags Ctf with 3 routes.

The hard part about it is that the flag never spawn at the same place and the map is very small. So it's very fast paced.

The terrain is also very hard to walk around with great speed. I think the layout is pretty succesful at doing a 4 flag ctf with different routes.

There is a HUGE amount of polygones. I'm sorry.. I tried a shading technique that required massive use of polygones. 4000 for such a small map is exagerated i know but oh well, sorry for the inconveinience. :P

Enjoy


Offline Blue-ninja

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Re: Ctf_Temple(beta)
« Reply #1 on: December 14, 2007, 11:14:24 pm »
It looks like that it's still in the works. Maybe you should instead put this in Mapping Discussions so that other people there can help you finish, or give advice on how to improve the map.

Quite frankly, I can't say anything at all about this map. There's way too much room for improvement, and I can't point them all out. You've got the polygons laid out and some shading done, but you're not nearly halfway done.

Offline Wraithlike

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Re: Ctf_Temple(beta)
« Reply #2 on: December 15, 2007, 01:06:46 am »
Sorry if name is already taken. It's a little boredom map I made. It's not complete and has no waypoints. 4 flags Ctf with 3 routes.

The hard part about it is that the flag never spawn at the same place and the map is very small. So it's very fast paced.

The terrain is also very hard to walk around with great speed. I think the layout is pretty succesful at doing a 4 flag ctf with different routes.

There is a HUGE amount of polygones. I'm sorry.. I tried a shading technique that required massive use of polygones. 4000 for such a small map is exagerated i know but oh well, sorry for the inconveinience. :P

Enjoy



Not to be a dick, but the things I bolded are disgustingly bad problems with the map and should be fixed at once. If you leave these things in place the mapp will end up being an unplayable piece of shit.

Offline Suowarrior

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Re: Ctf_Temple(beta)
« Reply #3 on: December 15, 2007, 04:18:26 am »
Bugsy, laggy, bad idea: 4 flags (I usually like new ideas but this one is a bad one), unsmooth, spray tunnels... I just wonder how could you set all the bad things into one map. But well layout could be playable if u just delete the 2 flag spawns at the top, and do other million things.

El_Spec

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Re: Ctf_Temple(beta)
« Reply #4 on: December 15, 2007, 10:12:38 am »
The first thing that came to mind was that the lower part is too thick and can easily be trimmed down without losing the map's touch.  I also can see some major spray issues. 

This map will require a lot of work before it can even be considered a map.  I consider this scrap pile as it is unfinished.  Make it FPS more friendly as I can already see that as a problem.  Layout needs to revised as to the spray problem mentioned above.

Offline ~Niko~

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Re: Ctf_Temple(beta)
« Reply #5 on: December 15, 2007, 10:38:26 am »
Such polygon amount is completely unnecessary. It will make the map buggy, laggy and finally unplayable. If you want to do art with it, that's okay, but this won't be playable.

Offline Cookiegangsta

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Re: Ctf_Temple(beta)
« Reply #6 on: December 16, 2007, 01:10:43 pm »
Look like you can put more into it.
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Offline Horve

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Re: Ctf_Temple(beta)
« Reply #7 on: December 19, 2007, 07:49:41 am »
I see texture stretching and a bit of shading and colouring, but thats all to it. This map probably has a load of polybugs and as for the gameplay I'd say it will be really tight for the soldats- tunnel wars. I dont know how successful it might turn out, since I have been working on a tunnelish map myself, but the major thing at the moment is the lack of scenery *judging by the ov atleast, I'm NEVER going to play this map anyway*
*Even though you might find it hard to decide what scenery to put here, I would suggest adding Col's (wooden column's) so those polygon islands wouldn't look like hanging pieces of pie in the air or something- add them as supports like in the mine shafts. Maybe try putting a darker background scenery into the lower part of the map so it gives the effect of being underneath the earth- leave the upper part of the map without the background. You can make the vertical tunnels even more darker or add some 20% camonets in the back of them just for fun.
-vig

Offline Blacksheepboy

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Re: Ctf_Temple(beta)
« Reply #8 on: December 23, 2007, 01:08:58 pm »
Bugsy, laggy, bad idea: 4 flags (I usually like new ideas but this one is a bad one), unsmooth, spray tunnels... I just wonder how could you set all the bad things into one map. But well layout could be playable if u just delete the 2 flag spawns at the top, and do other million things.[/b]

Hmm, that comment really helps mappers out lots. (sarcasm)

Although this would only increase the polygon count: leave outside of the map unplayable, but add nice bounderies. You ought to put some earth with trees etc. right above the topmost flagspawns on the outside of the map so that it really gives the feeling of an undergound, almost like a quarry or old dugout civilization.

I'm sure this map's polygons can be trimmed down. Even with that style, there are methods. Also, usually with two flags for each team, the flag will favor one spawn and will just use only that spawn unless you have that problem figured out...

Yes, more screnery. I looks very incomplete without them. Also, your background is rather plain although it seems as though it's turned off. Follow Vig's advice for that :)

I think that if you didn't post the polygon count on your map, and as long as it didn't lag, forumers probably wouldn't complain about it ;D. Still, 4000 is a lot, although it has produced nice shading effects.
« Last Edit: December 23, 2007, 01:13:21 pm by Blacksheepboy »

Offline Suowarrior

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Re: Ctf_Temple(beta)
« Reply #9 on: December 23, 2007, 02:00:04 pm »
I know it didn't helped a lot. It was a kind of hint to rebuild whole map. This map could easily done with 500 polys. Of course it's true that poly count really don't matter if computer is good enough. In fact I did the same misstake with ctf_Blacknwhite I really didn't know that soldat maps can lag with worse computers. In fact this map isn't bad from screen, basically this map works if there are only one flag for each team but 2 flags for each team is a bad idea. But when I gametested this, It was very unsmooth experience... Corners everywhere and every place polybugged. Also spray is the issue.