Author Topic: ctf_Dexterity  (Read 2193 times)

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Offline p0ppin

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ctf_Dexterity
« on: July 24, 2009, 10:13:33 am »
Helloo, after a long period lacking inspiration, I've finally managed to throw a map together without losing interest. :P  Flag grabbing is like Zakath's new map in concept, accessible from above and below.  Enjoy!

New version available!
« Last Edit: July 31, 2009, 01:55:02 pm by p0ppin »
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Offline MetsuriTossavainen

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Re: ctf_Dexterity
« Reply #1 on: July 24, 2009, 11:02:23 am »
That looks dark and bare map. Well-made.

DarkCrusade

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Re: ctf_Dexterity
« Reply #2 on: July 24, 2009, 11:37:12 am »
I got used to dark maps and this one is great :)

Offline As de Espada

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Re: ctf_Dexterity
« Reply #3 on: July 24, 2009, 12:34:37 pm »
awesome theming
don't know about gameplay thogh
All my maps | my latest map: SoldatX Racing Mappack
me making a map on youtube: ctf_FastMade

Offline Cookiegangsta

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Re: ctf_Dexterity
« Reply #4 on: July 24, 2009, 07:10:54 pm »
Look great to me, I like the poly shading on the sides.
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Offline RatBoy

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Re: ctf_Dexterity
« Reply #5 on: July 25, 2009, 02:07:17 am »
Great map, we played it at #soldat.mapping and it has a fun and fast gameplay, I see it has more detail now, and looks bigger. Good job ^^

Offline VirtualTT

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Re: ctf_Dexterity
« Reply #6 on: July 26, 2009, 02:15:27 pm »
Polygon structure could be better: amount of polygons could be decreased, some polygons are 100% useless (see screenshot), i don't think that it was that necessary to create invisible polygons to fix islands, polygons player can't interact with could be set to not collidable to improve perfomance (a bit).
Also lower route needs some gfx (like supports or camonet or dunno what else) - it looks kinda abandoned.
« Last Edit: July 26, 2009, 02:18:22 pm by VirtualTT »

Offline p0ppin

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Re: ctf_Dexterity
« Reply #7 on: July 26, 2009, 03:11:55 pm »
Well yes some of those polygons were from layout changes I made prior to releasing (the ones you have highlighted were from the original base design, I simply built over it).  I liked the semi-messy look of the random polygon structure so I kept that up throughout the map.  It was kinda buggy when I did a few run-throughs.  Instead of revamping the structure with the existing polys, which would cause that style to be erased as well, I chose to keep the look and just redo the structure with invisible polygons.  It allowed me to improve gameplay where needed and keep the visuals I had at the same time :).

That being said, thanks for the suggestions, I'll try to liven up the lower route a little  ;)
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Offline p0ppin

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Re: ctf_Dexterity
« Reply #8 on: July 31, 2009, 01:56:32 pm »
Sorry for double post, final version (I think :P) is out, download at the top!  Thanks for the views and downloads, I love you guys [retard].
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