Author Topic: ctf_Infaria (Asymmetrical ctf.)  (Read 1475 times)

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Offline Wraithlike

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ctf_Infaria (Asymmetrical ctf.)
« on: September 08, 2009, 03:51:24 pm »
Infaria

By Wraithlike
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Nigh vertical, asymmetrical ctf. Waypointed. Enjoy.


(^Click To Enlarge^)

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This map is hosted by jrgp's Soldat Mapping Showcase

Offline Biggles

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Re: ctf_Infaria (Asymmetrical ctf.)
« Reply #1 on: September 09, 2009, 08:13:24 am »
cool stuff

DarkCrusade

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Re: ctf_Infaria (Asymmetrical ctf.)
« Reply #2 on: September 09, 2009, 10:11:13 am »
I really like the layout and the general looks. Good work Wrath :)
« Last Edit: September 09, 2009, 10:18:57 am by DarkCrusade »

Offline jerich

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Re: ctf_Infaria (Asymmetrical ctf.)
« Reply #3 on: September 09, 2009, 12:10:28 pm »
It kinda looks like you were unhappy with your project so you rotated it counter clockwise 90 degrees and did a few changes. Nice turnout though.
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Offline RatBoy

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Re: ctf_Infaria (Asymmetrical ctf.)
« Reply #4 on: September 10, 2009, 12:45:41 am »
Looks interesting. Both layout and theme is kind of innovative =D

Offline Map Artist

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Re: ctf_Infaria (Asymmetrical ctf.)
« Reply #5 on: September 11, 2009, 04:25:59 pm »
If the contest was for most original and innovative map, this would've won for sure.

After testing it over a dozen times, I still don't know what to say about the map.  Every time it's played, the gameplay is entirely different than the previous round.  One thing I can say is that the opening directly above the flag spawns is critical and requires the best player on the team to defend it.  Without it, the game's lost.

I just don't know what to say, there are times the game ends in less than a minute.  Other times it drags on for the full 20 with no caps.  The layout and spawn placement somehow provide an extremely dynamic gameplay style.
It lurks in the deep, waiting for the perfect moment to strike...

Offline VirtualTT

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Re: ctf_Infaria (Asymmetrical ctf.)
« Reply #6 on: September 11, 2009, 04:36:49 pm »
Every time it's played, the gameplay is entirely different than the previous round.  One thing I can say is that the opening directly above the flag spawns is critical and requires the best player on the team to defend it.  Without it, the game's lost. I just don't know what to say, there are times the game ends in less than a minute.  Other times it drags on for the full 20 with no caps.

This is called random respawn... Victory depends on whether team respawns at the bottom or at the top. Gamaplay complitely fails atm... We tested it on #soldat mapping and here is result (i was lucky to respawn on the top most of the time...). I suggest to complitely remove bottom part with respawns (or top part)