Author Topic: ctf_FHTJ  (Read 2365 times)

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Offline vandercluus

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ctf_FHTJ
« on: September 16, 2008, 04:34:37 pm »
Heya!
Vig showed up on IRC lately mentioning todays mappers only do the same stuff over and over again and that it was boring to play the custom maps released these days. Later that day or on some other day he dropped an info about bouncing polygons and combining these two things I had an idea for a new map in my head.
I wanted it to be a totally new experiece and this map is a map I havent played one like before. Might be that there were some already but Im not into mapping for so long and only played the newest custom maps and the default ones.
Overview:

Bravo Team spawns on top, one spawnpoint in the highest spot of the map and one on each site in the jungle.
Alpha team spawns down low in the hole above the boosting polygon. Youll boost by pressing a or d just when you touch the poly ( or when you are a tiny bit above it). The spawn is secured against spawncamping by polygons around it of which only the ones exactly over the spawns are "only bullets collide"-polygons. Theres a spawn on each site of the flag. Futhermore, the polygons next to the boosting one in this hole are deadly so no bravo team member can spawncamp there ( which would be pretty senseless anyways with the immortal opponents being boosted outta the cage). These deadly polygons are a bit too close to the spawn in this version, I still didnt fix it yet so you can watch the demo of a 3on3 gather we had on that map ( I started recording when we were already playing for a while thought).
Hte bridge in the middle over alpha spawn between the rocks lets bullets pass in its middle. Unfortunately it consists of too thin polygons so youre able to boost yourself through it.
The gathermatch ended with a tie which may not tell me anything since bravo team members fooled around more than they played. I guess its still pretty imbalanced but I will have to test it more to be able to change something.
Downloadlink of the map: http://www.file-upload.net/download-1124420/ctf_Lennarts.rar.html
Downloadlink of the demo: http://www.file-upload.net/download-1127114/Demos.rar.html
O, and dont wonder why it says "ctf_Blackburn by SuoW" at the beginning, I opened his map and made some helping polygons so my map wouldnt become too huge and I just forgot to change that.
Greetings, Lennart!
« Last Edit: September 21, 2008, 11:03:57 am by vandercluus »

Offline mojrzesz

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Re: ctf_FHTJ
« Reply #1 on: September 17, 2008, 02:53:35 am »
i like this idea.

still there is one thing which made me to post this reply
Lennart
No image macros, read the rules
« Last Edit: September 24, 2008, 07:20:17 pm by The Geologist »
Im 2p4u all.

Offline n2j3

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Re: ctf_FHTJ
« Reply #2 on: September 17, 2008, 03:19:37 am »
Best name it ctf_Pinball



Looks good though, I'll test it with ya :)
« Last Edit: September 17, 2008, 05:08:21 am by n2j3 »

Offline Suowarrior

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Re: ctf_FHTJ
« Reply #3 on: September 17, 2008, 03:36:23 am »
Vig showed up on IRC lately mentioning todays mappers only do the same stuff over and over again and that it was boring to play the custom maps released these days.

Vig has tend to generalize things he doesn't know. There are new maps, ok some of them use only old ideas but there are also some genious maps that I haven't seen ever before. (Ok I haven't been at soldat mapping since it started but I guess long enough).

Sure Vig got knowledge of some "soldat bugs" that could be used in mapping, for example, tiny polygons to cut spray, teleports, jump polygons. After all all of those "soldat bugs" are just fun for small time, at long run they just confuse soldat too much, it's stuff for mods and special servers but not for ctf servers. Yes I'm not fan of Vig's mapping skills at default ctf map design, the maps I've seen are crap. It's good for him that he's working with mod maps.

With looks Vig is still the better than anyone I know, and I know VirtualT and Avarax.

About map Lennart u made ur goal, It's just that there won't be servers which plays these kind of maps... But I guess this is one project which u do cos got nothing better to do, there are no servers to play these kinda maps :S. Maybe I'll do another post later.
« Last Edit: September 17, 2008, 03:42:19 am by Suowarrior »

Offline vandercluus

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Re: ctf_FHTJ
« Reply #4 on: September 17, 2008, 07:08:15 am »
Dude, its a ctf map. :E
This map worked pretty well at the gather, sure, the balancing cannot be great at this timepoint but its only the first version of the map. With more gathers played on it I can improve it.
Unfortunately I dont have too much time today and will be in Berlin tomorrow and move house to Berlin on Saturday so its up to you to test it on server1 of the German gather ( #soldat.gather.de).
Greetings, Lennart!

Offline Blue-ninja

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Re: ctf_FHTJ
« Reply #5 on: September 17, 2008, 03:12:46 pm »
At one point, SuoW, should bouncy polygons be a part of the elements that make a unconventional map? (If it's done correctly.)
Btw, you really can't count VirtualTT as a mapper, just a artist ;Q

No servers for these? How about a Bouncy Boobs server? That might grab attention and still get attention when it's got some good and fun maps on there.

Offline Suowarrior

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Re: ctf_FHTJ
« Reply #6 on: September 17, 2008, 03:46:51 pm »
Sure it makes it unconventional and sure I would play it on public. And it's better doing something unconventional even with bugs or to do just something basic.

It's just that I'm usually aiming for default map, cos truth is we all want our maps to be played and that's the way it works best. When u r ran out of good playable ideas, there are three types of designs mappers get into. First, u may start making boring maps with nothing special. Second, u start design something unique which got very ugly gameplay. Third, you start making unique maps which uses soldat bugs. The best of these three is the third one.

Ok I agree, was wrong about server,

Offline Horve

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Re: ctf_FHTJ
« Reply #7 on: September 17, 2008, 05:45:27 pm »
what are you betches talking behind my back again?
foken wangors, I have nothing to do with this map what so ever and I don't know some bugs, I know as many as you haven't even seen before.
And in fact I like pie

Offline As de Espada

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Re: ctf_FHTJ
« Reply #8 on: September 20, 2008, 11:12:14 pm »
I kinda was the first to claim this kind of gameplay: http://forums.soldat.pl/index.php?topic=24691.0
you are using the polyjump not very wisely:
*the players don't know where the can pass and where they can't in that polys that are supporting the red flag
*the bridge is blocking the fast way to red players go up
*it's hard to go to the sides when you are polyjumping
*there's a long way up without any polyjump

I don't know... maybe it was not your intention to make a vertical map :(
All my maps | my latest map: SoldatX Racing Mappack
me making a map on youtube: ctf_FastMade

Offline vandercluus

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Re: ctf_FHTJ
« Reply #9 on: September 21, 2008, 11:14:02 am »
Well, we tested it at another gather a few minutes ago and it turned out alpha team won.
As you can easily see cheking my first post I changed the flagspawn of bravo team flag so its easier for alpha to get it. To provide medistealing I put the medikits up.
I updated the dl links of the map and the demo which shows the gather we had today ( I must admit many just fooled around so its not highclass action to watch ;d).
@ As de Espada:
They cann pass the polys where they are a bit grey which is directly over the spawns. It takes 2 seconds to figure that our so this aint a major problem.
If the bridge didnt block the players it would be to easy to boostcap via this route, I marked another boost at the left side which allows you to get up pretty fast as well at the screen.
Yes, getting to the sidepathes is not smooth, I will see if I can fix that.
The reason for just one polyjump is balancing. If I put bouncing ones at the side routes as well bravo team would get outta the base pretty fast and red guys spawning couldnt do anything. The way it is now bravo flagger is slow compared to red guys boosting outta their base using the middle route until theyre under the bridge where they can nade/ shoot the flagger.
I still dont like the backgroundcolour down low, its too bright, I uploaded this version anyways so you can watch the demo.
O, if you wanna play it do it here: http://Soldat://server.selfkill.com:35874/earth
Mapname: ctf_Lennarts ( wont be the final one for sure).
Greetings, Lennart!

Offline As de Espada

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Re: ctf_FHTJ
« Reply #10 on: September 24, 2008, 06:57:23 pm »
broken dl link now, you shoud use other site to upload your maps.
the flag position is much better, but I want to test the side polyjumps
All my maps | my latest map: SoldatX Racing Mappack
me making a map on youtube: ctf_FastMade