Author Topic: ctf_Granitic  (Read 1338 times)

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Offline The Geologist

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ctf_Granitic
« on: June 05, 2008, 06:30:14 pm »
How many years has it been since I mapped?

Still a work in progress.  Sceneries to come shortly.

*CTF style gameplay
*6-12 players
*Might get waypointed (if I'm not too lazy)
*Multitexture goodness

I'll most likely make a few changes to layout, in the form of lowering the roof, adding some stuff to the lower route, etc.  But for the most part it's meant to be head on.  No 20,000 different routes and tunnels.

« Last Edit: June 06, 2008, 02:18:11 pm by The Geologist »
With all its sham, drudgery, and broken dreams it is
still a beautiful world.  Strive to be happy.

Offline jrgp

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Re: ctf_Granitic
« Reply #1 on: June 05, 2008, 06:38:00 pm »
Looks like a pretty good start. Colors seem nice, but yeah, add more shading to the outer borders and maybe make the walls of the bases thicker.
There are other worlds than these

Offline Mastadi

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Re: ctf_Granitic
« Reply #2 on: June 06, 2008, 11:43:39 am »
The mountain in the middle looks a bit like maya without tunnels, seems to be quite nice map overall.

Offline Sir Jeremy

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Re: ctf_Granitic
« Reply #3 on: June 06, 2008, 01:19:25 pm »
Wow Geoligst awesome map making ;D I've been starting to make my own maps, but am a beginer, and could maybe
use some help sometime.  Maybe if u got some good tips u could Pm me if that's no problem :D

If it's okay can I also see some of u're other maps u've made? maybe I can show u some of mine.

Thanks.

Offline Pragma

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Re: ctf_Granitic
« Reply #4 on: June 06, 2008, 01:28:20 pm »
OOC, is there a public server set up for testing new maps?  I never get to see any new maps like this in the wild.

Coupled with a map voting script of some kind, it might be a really nice service for the community.  Highly rated maps can make their way into the rotation elsewhere with the right numbers backing them up.

- just a thought. 

Anyway, killer looking CTF map.  That layout supports all the major player archetypes: rushers, snipers, brawlers, climbers and defenders.  Plus the bunkers double as spray guards, and the tunnel is bent enough to block map-wide sniper fire.  Very nice. :)

Just remember what ol' Jack Burton does when the earth quakes, the poison arrows fall from the sky, and the pillars of Heaven shake.  Yeah, Jack Burton just looks that big old storm right in the eye and says, "Give me your best shot. I can take it."

Offline Eagles_Arrows

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Re: ctf_Granitic
« Reply #5 on: June 06, 2008, 01:46:15 pm »
I don't think the curvy terrain of the bottom route blocks Barrett spray, but rather decreases the probability of Barrett spray to successfully kill a player from afar.

The map looks nice so far, and I can't wait to see the scenery.  Since this is a head-on map with a "pick a route and stick with it" layout, I suggest adding a Medikit object on that highest hill in the middle.

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

Offline The Geologist

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Re: ctf_Granitic
« Reply #6 on: June 06, 2008, 02:23:30 pm »
Updated the screenshot.

I guess I should start by saying this is sort of a practice map since I haven't touched Polyworks in ages.  Anything I after this will probably be more free form/old school style.

Yea, I was thinking Maya when I hashed out the layout.  This was a doodle I made while I was running a machine on campus.  :P

Lower route is open enough to let good barrett shots through, but not the entire length of the tunnel (I think).  The three floating platforms in the middle there both act to block random spray, and as a route over the water (which will have damaging polys in it to keep people from camping mindless underwater...very unrealistic).

Good idea Eagles.  I was actually thinking of making a type of hut or something to house a health/nade kit for that spot.  The little polys sticking out on either side of the hill will become roofs of bunkers/snipers nests.

Changed the flag positioning.  Felt it would be bad for gameplay to have the flag tucked so far back behind the spawns.

Jeremy - I can hardly remember what maps I've made, heh.  I know that Muygen made it into the game though, but people hardly play HTF these days.  Erbium was another, there's inf_GreatWall.  Trouble is, most of the maps I made are on an old comp I left with a friend in another state, so the original titles escape me.  I'm a bit slow to answer PMs, but if you ever have any questions or want me to look at something feel free to send it along.

Oh, and if anyone knows of any good winter tree/buch sceneries, or anything of that sort, it'd be much appreciated.  Seems all the foliage I have is too green for this map.

Still more shading/poly tweaking to come.
« Last Edit: June 06, 2008, 02:29:18 pm by The Geologist »
With all its sham, drudgery, and broken dreams it is
still a beautiful world.  Strive to be happy.

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Re: ctf_Granitic
« Reply #7 on: June 06, 2008, 03:04:24 pm »
I agree with everything E_A commented on.

I think the roof should be lowered to fit the terrain of the middle large platform, like in ctf_Maya.

How many years has it been since I mapped?

If I remember correctly, almost 2 years.  I'm really looking forward to this map, and I can see this map as one of your most memorial ones.

Offline ZomgProniss

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Re: ctf_Granitic
« Reply #8 on: June 06, 2008, 05:27:52 pm »
man thats a kik ass map altho...how much jet fuel do u get...if you don't get vary much that could be a pain trying to go on the upper route

Offline Krack

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Re: ctf_Granitic
« Reply #9 on: June 12, 2008, 11:52:56 pm »
Nice but I don't like the closed environment. Should be an open sky and the sides become similar looking like the middle.
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