Author Topic: ctf_Vitality  (Read 895 times)

0 Members and 1 Guest are viewing this topic.

El_Spec

  • Guest
ctf_Vitality
« on: April 06, 2008, 08:52:07 pm »
An old map that I finally got enough motivation to sit down and finish.  Turned out better than I personally expected.

From the overview, the map seems quite large, it is actually, but due to the layout style, it is small.  Spraying isn't a problem, none of maps offer that potential.  Again, best for public servers or for against friends.  Just to point out, the fog and mist-like effects look crappy from the overview, but they honestly aren't.   

Technical Information:
MapMaker:Soldat PolyWorks
Construction Time:Possibly 6 hours
WayPointed:Yes
Supported Gamemodes:Capture the Flag
Custom Scenery:No
Custom Textures:No
Map Size:Medium
Number of Players:2 to 8

Overview Screenshot:
http://aycu28.webshots.com/image/51947/2005681705914762034_rs.jpg

Offline Blue-ninja

  • Veteran
  • *****
  • Posts: 1419
Re: ctf_Vitality
« Reply #1 on: April 06, 2008, 08:58:42 pm »
This is quite a controversial map. It doesn't allow spraying for the most part, every route looks slow, and the fear of being sniped at a distance is entirely gone. Spawning also doesn't seem to be a problem, but the tightness of the map will prove to be a problem if the spawners are actually skilled players.

An ice-themed map, I should expect. :)

El_Spec

  • Guest
Re: ctf_Vitality
« Reply #2 on: April 06, 2008, 09:05:11 pm »
You can still spray from the top route.  I didn't make it impossible, but I did try to limit it by adding that polygon part near the flags.  The top top route is extremely fast and can get you to the other side in less than I'd 5 seconds.  The bottom is more like a safer route, so it is slower, but it provides more cover.  Map itself isn't tight at all.  Test it with 5 bots.

It's more of like an frozen theme. 

Offline thegrandmaster

  • Flagrunner
  • ****
  • Posts: 543
    • Grandy on Steam
Re: ctf_Vitality
« Reply #3 on: April 08, 2008, 04:06:17 am »
Nice shading etc. Good Job!
ohgodwhydidInamemyselfthis. Just call me Grandy.

Offline Keron Cyst

  • Global Moderator
  • Rainbow Warrior
  • *****
  • Posts: 2872
  • will waypoint for food
Re: ctf_Vitality
« Reply #4 on: April 08, 2008, 04:21:10 pm »
It is perfectly symmetrical and has a severe lack of diverse scenery & coloration. The middle section doesn't look free-flowing (including the high top two boulders, which look rather vestigial). The curving bottom corner tunnel is an interesting idea.

I especially hate the symmetry since there is no single light source distinguishable throughout the map. The only shades you changed throughout the whole bland blue were in the middle areas, the base colors, and the main hill on the left side (being a bit brighter than its counterpart). I should not be able to pick out all of your coloring differences from the overview.

Slice it in half, make a differing other side, do something with the center so that it's not like a diagonal wall as it pretty much is at the moment, and use MUCH more scenery and more than just blue shades. The boulder structure reminds me of ctf_B2b, kind of; making the middle a bridge with a hole in it or something would be pretty neat. It needs a LOT more scenery-based elements like that; the prevailing blue theme kills its potential for scenery.