Author Topic: ctf_Darkeden  (Read 1845 times)

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Offline biohazard

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ctf_Darkeden
« on: April 12, 2010, 01:40:57 pm »
ctf_Darkeden

By biohazard
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This map is hosted by jrgp's Soldat Mapping Showcase


w/o scenery
Most of the black s**t can be disabled in the setup 1.5.1. But u loose the perspective s**t.
I tried the best style, with less poly count possible. Most are based on Quake.


Author:
Based on this (http://img177.imageshack.us/img177/8043/imagem7r.png) idea. Ima newbie mapper, never used PolyWorks, so I appreciatesome help. As my first map, not bad at all.
I would like to receive contructive feedback on jet fuel amount, and placement of the objects, gameplay and poly/scenery structure.


Gameplay
-Need to test even in "serious" 3v3 yet.

-Crossed respawn Layout prevent a massive spawnkilling.

-Alpha toprespawn is slighter higher and away from mid/up platforms compared with the bravo.

-While most of the game is based on the bottom, on top u can free boost, risking urself on All or Nothing.

-NO respawn middle spot. Some coliders to avoid spray Heaven, but u can spray well.

-NO flag spot easy collider to prevent the FC b***hes booster . But there are spray blocks.

-Some falling bonuses. Have to try some different combos btw.

-For the bright red/blue s**t i set "Lava". On snake head i set "Hurts" because I think it's funny. Btw I do not think it will f**k the gameplay. You do not walk a lot there.

-In falling outside map, I think it will not hurt the game because the map is kinda small. Ima thinking of leaving Flaggers not go there freely and use the new "FC explo-poly" or "one poly-side".

-non Flaggers that leave the fight will just f**k their own mates. (Need Feedback)

-Considering all this s**t, The game will help players aggressive style as long ROAMING. Not much DEF or "spray and pray".



s**t
In the beginning, mankind lived in the age of the night. Blinded by the shadow of the moon. (Equinox)
After a time of temporary properation, they began asking for freedom. (Freefall)
Those looking for new place to live, found the oldest Sky Dream. Completely empty. (Guardian)
Some have tried to understand the ancient realms. Nothing more echoes. (Maya/Ruins)
Long time after those days of adventure, enought for no1 to remember them. (Division/Steel)
Mankind has vanished from the earth by their own mistakes. (Icebeam/Blade)

After thousands of years of those glory days, the only place where humans can be found, is called Eden, in the the depths of darkness. Once they will discovery their mistake ... (Darkeden)
Some elders say that you can find the shadow of the angel of death, if you look closely at the sky.
« Last Edit: April 13, 2010, 08:03:27 pm by biohazard »

Offline Centurion

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Re: ctf_Darkeden
« Reply #1 on: April 12, 2010, 01:57:39 pm »
looks sexy. I like the colors. You know exactly in who's base you are.

Offline smiluu

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Re: ctf_Darkeden
« Reply #2 on: April 12, 2010, 02:40:47 pm »
I'll give better layout judgement once I've 3v3'd this. But so far..
As above, colore usage is magnificent. And god, very nostalgic!
Surprised to know my style still lives on, huaha.

Offline biohazard

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Re: ctf_Darkeden
« Reply #3 on: April 12, 2010, 02:47:31 pm »
I'll give better layout judgement once I've 3v3'd this. But so far..
As above, colore usage is magnificent. And god, very nostalgic!
Surprised to know my style still lives on, huaha.

The first time I played ss_quake1 i could not take my eyes of the details of the map, I could not even move.
Ofc i cannot use too much poly detail on default CTF, so I opit by optimizing the poly count.

Offline zakath

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Re: ctf_Darkeden
« Reply #4 on: April 12, 2010, 02:48:49 pm »
very good looking map you got there will comment more after I tested it ;)

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

Offline biohazard

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Re: ctf_Darkeden
« Reply #5 on: April 14, 2010, 03:15:29 am »
optimized the poly structure, let only some (green) semi- ransparent polies.

« Last Edit: April 20, 2010, 01:08:34 pm by biohazard »

Offline MaVeRiCk/PaT0!

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Re: ctf_Darkeden
« Reply #6 on: April 14, 2010, 02:30:09 pm »
Even despite of this map hasn't an original looking, it stills a good achievement for a first try as a mapper. The usage of colors, sceneries, shapes and even your appropriation of smillu's map is pretty well done. About gameplay, I only tested it here with my "bot" friends...

Layout of the map itself is quite good in my opinion, and its mixing with this "quake looking" gives a good atmosphere to the game. But its very different from your "sktech"...
I'm not sure if spraying on this map would be on a reasonable balance, the only way to know this is testing. But at a first look, I guess it isn't a big problem on this map.


On the other hand I found your map very confuse because of this:
Quote
-For the bright red/blue s**t i set "Lava". On snake head i set "Hurts" because I think it's funny. Btw I do not think it will f**k the gameplay. You do not walk a lot there.

You put a lot of "tricks" on this map with different kinds of polys that makes the flow of its gameplay very annoying to understand. A lot of unnecessary lava and hurt polys (like those sharped coloured polys on the middle, those heads, and outside the map) mixed with ice and OPC that makes me more concerned about where I'm stepping then with my enemy. In my point of view, it doesn't make any sense and ruins your map, seriously.



Bye.
sorry, bad English...
« Last Edit: April 15, 2010, 10:11:07 pm by MaVeRiCk/PaT0! »