Author Topic: ctf_Infect---By Drag  (Read 1537 times)

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Offline Dragstie

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ctf_Infect---By Drag
« on: March 14, 2009, 08:03:57 am »
ctf_Infect

By Drag
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"And the doomday of the world was near" WzzP there... ctf_Infect is my newest chemical/Nuclear themed map.. First of all i want to give a great thanks to Son Sukka for letting me use his awesome ss_Deephole texture to make some cool bagground sceneries the green beams is only player collides so they are good for defending base and flag throwing I tried some new scenerie effect at my red "Warning" lamps to make it look like the ground and the b_Cols is being shined on from the red light... jet fuel is normal well i hope you like it... please comment and critic:)


EDIT: Colliders removed from the base col's


(^Click To Enlarge^)

Screenshots:



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This map is hosted by jrgp's Soldat Mapping Showcase
« Last Edit: March 15, 2009, 12:55:58 pm by Dragstie »

Offline Snack

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Re: ctf_Infect---By Drag
« Reply #1 on: March 14, 2009, 08:09:18 am »
Overall it's a great map, but isn't the background overstretched? o.o
[Yes I did play it]

Offline Dragstie

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Re: ctf_Infect---By Drag
« Reply #2 on: March 14, 2009, 08:11:31 am »
Thats the idea with the main bagground:)


it looks like it is going to be raped from each other but its also so you can see the different between when youre oustide and inside the buildings/bunkers

Offline Suowarrior

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Re: ctf_Infect---By Drag
« Reply #3 on: March 14, 2009, 10:36:13 am »
This is probably your best map so far. I like the looks, bg isn't too confusing, but be careful with it in future, when bg makes bad for gameplay, it's worth deleting. Theme works nicely, maybe it makes me interested to make toxic map too in future.

The flag throw works nicely, with luck you can throw the flag base to base -- > FUN. Also there is possibility to boost flag by throwing flags in center to behind flag --> flag boosts and player gets it.

The issue in gameplay are collider walls, if you think about using them, don't use them, if you still think about it, try something different and don't use only bullet collide polygons either!

Offline As de Espada

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Re: ctf_Infect---By Drag
« Reply #4 on: March 14, 2009, 10:43:48 am »
looks good
I didn't play it, but generally big backgrounds disturbs the game
that collider walls are really ugly and annoying! you should remove them, they are not that important anyways...

I think this map can be played in TM with no probls
All my maps | my latest map: SoldatX Racing Mappack
me making a map on youtube: ctf_FastMade

Offline Dragstie

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Re: ctf_Infect---By Drag
« Reply #5 on: March 14, 2009, 02:20:48 pm »
hmm yeah ok ill remove the collider walls when i get home:)

And for the bagground it aint as confusing in-game as on screenie:)

Offline zakath

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Re: ctf_Infect---By Drag
« Reply #6 on: March 16, 2009, 01:47:24 pm »
played it at #soldat.mapping and I like the layout, however there are a bunch of polybugs and the graphics are a bit heavy and I actually had some fps problems.

#soldat.mapping - #soldat.inc - #soldatladder - #soldat.gather.nordic

Offline Dragstie

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Re: ctf_Infect---By Drag
« Reply #7 on: March 16, 2009, 02:05:27 pm »
played it at #soldat.mapping and I like the layout, however there are a bunch of polybugs and the graphics are a bit heavy and I actually had some fps problems.

bah thanks for reporting the fps bugs... i cant see them myself because of awesomeness computer...

please show me the bugs somehow so i can fix em
« Last Edit: March 16, 2009, 02:07:38 pm by Dragstie »

Offline zakath

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Re: ctf_Infect---By Drag
« Reply #8 on: March 20, 2009, 06:46:35 am »
played it at #soldat.mapping and I like the layout, however there are a bunch of polybugs and the graphics are a bit heavy and I actually had some fps problems.

bah thanks for reporting the fps bugs... i cant see them myself because of awesomeness computer...

please show me the bugs somehow so i can fix em

Fps problems usually comes from opacity like you take some scenery and put it to say 40 % opacity, then you take another scenery and put it at the same place(for example when you are makeing clouds) so the heavy calculations is when you have a lot of combined opacity. same of course goes for polys with opacity.

#soldat.mapping - #soldat.inc - #soldatladder - #soldat.gather.nordic

Offline Sigglez

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Re: ctf_Infect---By Drag
« Reply #9 on: March 22, 2009, 05:46:09 pm »
Tried the map at #soldat.mapping and I must say I like the layout even though it isn't very special. But its much action and lots of sneaking at the same time which makes the map quite fun for me.
Latest map: ctf_Rotten2
CWO:ctf_Castar