Author Topic: ctf_Rennos (Roundo2)  (Read 1703 times)

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Offline Eagles_Arrows

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ctf_Rennos (Roundo2)
« on: August 03, 2008, 07:45:55 pm »
This is my next map, currently a work in progress.  Right now I'm a bit skeptical on how well it will play and flow.  If you have any suggestions on improving the layout, please post them and I will look at them.

NOTE: Those blue polys are set to DC.



EDIT: Version2:



Still a WIP.  Not doing any more scenery work til I'm through with the layout.  Hopefully, we'll get this playtested down at #soldat.mapping

EDIT2: Version3:



Map is nearing completion.  Renamed Rennos.  Uploaded at #soldat.mapping.  Scenery not displayed; just the layout in all its nakedness.  I will finish this after it's playtested.
« Last Edit: December 30, 2008, 06:49:06 pm by Eagles_Arrows »

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Offline mar77a

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Re: ctf_Roundo2
« Reply #1 on: August 03, 2008, 08:50:03 pm »
looks pretty interesting, download? i wanna test the loops :p

Offline Eagles_Arrows

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Re: ctf_Roundo2
« Reply #2 on: August 03, 2008, 08:58:16 pm »
Sure thing, file attached to first post.

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Offline mar77a

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Re: ctf_Roundo2
« Reply #3 on: August 03, 2008, 10:01:31 pm »
ye as expected, this map is super fluid... could be lots of fun if it had more of a ...fighting hall

my suggestion would be making the mid circle much bigger (a screen's size) and rectangular, modifying the middle platforms too

something like this

EDIT: Oh and watchout for the spray in the spawns, check out the bigger bases i draw too

those are a lot of ideas so ...

Offline Suowarrior

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Re: ctf_Roundo2
« Reply #4 on: August 04, 2008, 08:35:07 am »
I like the map as the way it is. I ran alone about 10 minutes there just because it was fun. I think that mar77a's center is useless staff which map doesn't really need. I think u need to be careful when u place medics, I think it would be wise if only medics are at top route. That's a way how u can bring top route more in game, the map is so small that other ways don't really need medic. You could stop spraying at spawns more as mar77a said.

Offline Eagles_Arrows

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Re: ctf_Roundo2
« Reply #5 on: October 06, 2008, 11:58:58 pm »
Updated.
Will change map name to something else.

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Offline Wraithlike

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Re: ctf_Roundo2
« Reply #6 on: October 07, 2008, 12:06:05 am »
The middle looks like a penis shooting a fireball.

That aside, as long as you make sure the routes flow well, it should play very nicely. You might want to do a little to make the pred spawn areas a tad more accessable, and useful for something other then escaping spawn campers.

Offline Eagles_Arrows

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Re: ctf_Roundo2
« Reply #7 on: October 07, 2008, 12:18:23 am »
I was expecting somebody to point that out.

Anyway, preds are fine where they are imo, they have a long time span so they need to be that far away in the ends.
And as long as you know how to control your movements, this map will flow really well for you.

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Offline Wraithlike

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Re: ctf_Roundo2
« Reply #8 on: October 07, 2008, 12:23:42 am »
Ok, I wasn't saying it would be bad, I was just expressing a concern, because it could really hurt gameplay.

Offline Eagles_Arrows

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Re: ctf_Roundo2
« Reply #9 on: October 07, 2008, 12:34:47 am »
What, the preds?  I don't think they'll hurt the gameplay.  Besides, who in the world still uses bonuses, competitively speaking?  I know it's a trite argument, but it's true.

Off to bed.

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Offline Wraithlike

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Re: ctf_Roundo2
« Reply #10 on: October 07, 2008, 01:05:45 am »
I actually meant the flow of the routes. And my concern wasn't aimed at teh location of the preds, thats irrellevant. My concern regarding that is that it will be difficult to use and migh end up mare a bastion for spawn campers.

Offline Eagles_Arrows

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Re: ctf_Roundo2
« Reply #11 on: October 07, 2008, 03:12:53 pm »
Well, perhaps you should give the map a run and see for yourself if the routes flow.
« Last Edit: October 07, 2008, 03:16:37 pm by Eagles_Arrows »

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Offline Suowarrior

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Re: ctf_Roundo2
« Reply #12 on: October 07, 2008, 04:13:03 pm »
I added this version to maptest server. The fixes were great, the major thing was spawnkill which is now minimal. My major consern goes at flagplaces, they might go too low, but that's easily fixed and we'll be much wizer after playtest.

Offline Eagles_Arrows

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Re: ctf_Rennos (Roundo2)
« Reply #13 on: December 30, 2008, 06:51:25 pm »
Goddamnit.

After neglecting this for nearly three months, I finally decided to continue working on it.
Check original post for more info.

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