Author Topic: ctf_Coregiant  (Read 1922 times)

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Offline Moirae

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ctf_Coregiant
« on: June 09, 2009, 02:50:44 am »
Hello there, it's been quite a while since I made a map so I thought I'd give it a try. This is the result. It still requires scenery, colliders, finalized spawnpoints and waypoints (which I won't be doing, I hate doing waypoints). Hasn't been scanned or debugged for polybugs (which I still need to read up on; on how to remove polybugs).

Basically the flag falls down through the tube so you need to return it in order to cap. I know this has been done before, but because the tube doesn't collide at all the capper would return the flag and just fly upwards to cap. This way you can cap alone but it still leaves the oppertunity for teammates to guard the actual flag spawn or for the enemy to kill the enemy flagger when flying up the tube or stealing the flag when he returns it.

So here for some layout modifications.
Upper tunnel allows for the EFC to escape or for a sneak attack.
First has the big "stone" in the upper middle. Problem: Spray middle.


Second one has the big "stone" moved downwards to prevent spraying and for better movent from the cap area over the stone towards the enemy cap area. Also features a platform similar to the spawning platforms. Problem: new platform might provide too much bloat as in too many ways to go.


Third one has the big "stone" moved downwards aswell to prevent spraying and for better movement but doesn't feature a new platform. Problem: Upper area might be too open.


Which do you guys like best? Any other suggestions to either tweaking the layout, spawn locations or anything in general?
« Last Edit: June 09, 2009, 03:05:57 am by Moirae »

Offline freestyler

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Re: ctf_Coregiant
« Reply #1 on: June 09, 2009, 03:22:29 am »
Quote
Also the narrow area that connects the two platforms that the flag falls down to is set to only player collides
Doesn't this type of polygons allow flag to fly through it? If so, one player can't cap without his team's help.

As for the layout: I like it, but it seems that if player caps the flag and runs to the middle of the map, there is no way to stop him or at least catch up with him. I'd suggest moving the flag tubes away from the centre, like this:


Or move them even further...
I've also drawn little tunnels on the sides of those tilde-shaped platforms above flag tubes.
« Last Edit: June 09, 2009, 03:25:29 am by freestyler »

Offline Moirae

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Re: ctf_Coregiant
« Reply #2 on: June 09, 2009, 03:47:26 am »
Yeah, thanks for the feedback. I just noticed that so I made the narrow connections normal again. Removed it from the post aswell, but you were too early :p. What's the point of the added tunnels?

This is what zakath suggested:



Think I'm gonna go with that, simplified for increased flow.

Offline freestyler

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Re: ctf_Coregiant
« Reply #3 on: June 09, 2009, 03:57:45 am »
I still think there's too much empty space behind flags and too little to manoeuver near the centre.

Offline Moirae

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Re: ctf_Coregiant
« Reply #4 on: June 09, 2009, 04:47:12 am »
Another version of the map, lowest road is icy which provides quick travel as in ctf_Blade, should speed up the map considerably. Thanks to Zakath for the idea.

« Last Edit: June 09, 2009, 04:59:29 am by Moirae »

Offline Pekay.jps

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Re: ctf_Coregiant
« Reply #5 on: June 09, 2009, 06:59:53 am »
I'd say make the upper tunnel icy too and move the middlesquare a bit up, not much though. Main problem of the map imo is that it's very small which supports spawning a lot :(

Offline ~Niko~

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Re: ctf_Coregiant
« Reply #6 on: June 09, 2009, 07:45:42 am »
Upper route, better.


Offline Moirae

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Re: ctf_Coregiant
« Reply #7 on: June 09, 2009, 08:57:57 am »
Beta is up for download

This is the latest one. Provides colliders for speeding up mid and up. Icesliding low. Sneaky routes towards the flag tube from each side. Added a "bridge" for better mapflow. Increased map size. Removed most polybugs. Only thing left is the scenery, which I hate doing.

« Last Edit: June 09, 2009, 09:21:50 am by Moirae »

Offline Blacksheepboy

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Re: ctf_Coregiant
« Reply #8 on: June 09, 2009, 02:13:52 pm »
Only thing left is the scenery, which I hate doing.

Aye to that.

I see that you don't mind screwing with your whole map for the benefit of gameplay. Good stuff.

Offline Moirae

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Re: ctf_Coregiant
« Reply #9 on: June 09, 2009, 04:09:36 pm »
Playtested it with people from #soldat.mapping. Upper route was mainly unused, map seemed too big, especially vertically wise so I redid the whole top part. Decreased the poly count from over 3k (first attempt) to a bit over 1.5k. Redid the flagbase.

« Last Edit: June 09, 2009, 05:16:42 pm by Moirae »

Offline Moirae

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Re: ctf_Coregiant
« Reply #10 on: June 10, 2009, 09:16:18 am »
After a few more playtests at soldat.mapping, both in normalmode and realistic things are starting to shape up. Closed down some of the tunnels in the flagbase to prevent camping and made the lower area smaller (vertically). Minor changes made to the area around the base, sizewise. Should be better now. Suowarrior suggested making the icy polygons different from the others so people know what's going on. The thing is, I have no idea on how to do this without ruining the maps looks. Does anyone have an idea?


Offline homerofgods

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Re: ctf_Coregiant
« Reply #11 on: June 10, 2009, 05:02:37 pm »
Yes, ideas..
-Only have ice on the gray things?
-Print screen, paste in paint, and draw ice on those places, then place it on the map. Would that work? Or perhaps that is to ruin the look? :P
-A sign of some sort?
« Last Edit: June 10, 2009, 05:25:48 pm by homerofgods »

Offline ~Niko~

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Re: ctf_Coregiant
« Reply #12 on: June 10, 2009, 05:22:19 pm »
no, but the best thing he could do is to get rid of the gradient in the lowest part and paint it sky blue.