Author Topic: ctf_fallenleaf  (Read 1490 times)

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Offline crackadillicus

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ctf_fallenleaf
« on: August 11, 2006, 06:50:36 am »
check it y'all

made a map (whoah!)

in the style of the regular ctf maps, in looking at it now, kinda reminds me of laos.

check it all

peep the action up close
again
don't ever stop

download

i used all default stuffs, so there's just a .pms

tell me if y'dig, tell me if y'don't

tell me why

edit: <---  begs desparately for waypoints

edit: updated

edit: updated again
« Last Edit: August 14, 2006, 05:10:28 pm by crackadillicus »
I am the walrus?

Offline Keron Cyst

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Re: ctf_fallenleaf
« Reply #1 on: August 11, 2006, 10:11:39 am »
Wow! I love the super-contrasting base marks (the gray polygons as opposed to the darker, natural terrain). But why do only some suspended boulders have supporting ropes? :P Plus I think most of the floating boulders themselves should be longer.

If this was tweaked in those places I'd be glad to waypoint it, but otherwise I'm off on a really tight schedule. I've already got more urgent wypt. jobs on my list and I'm going to New York next week, and the week after that starts skool (ugh :-X), so I don't know, man. But if you like my suggestions go do them for now.

Offline crackadillicus

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Re: ctf_fallenleaf
« Reply #2 on: August 11, 2006, 03:39:34 pm »
been fixed

tell me what you think

Date Posted: August 11, 2006, 04:38:49 PM
N: popular freeware side-view action/puzzler

big ups for the N
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Offline Poop

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Re: ctf_fallenleaf
« Reply #3 on: August 12, 2006, 02:51:03 am »
Wow, good map IMO. Great unique layout. The map resembles laos to a certain extent, but the middle path you made is superb. For clanwars, this is a 3-route map which wont make the whole game a 1v1 situation. Teamwork will play a part, 1v1 skill will play a part.

The only things I would think you can probably improve is making the top and low path's a bit tighter. Meaning not as much open space, because as it is right now, spray will be a b it of a problem. Right now both teams have a dirrect spray route from middle to enemy base, which will turn into a problem (Spray spawnkilling). If you make it so that you only get that direct line of sight when your closer, I truly think this would be a excellent map.

The other thing, I can see you made one base more natural, while the other base is more squarish. Im not saying this is a bad thing, but it doesnt look all that great ingame  ;).

9.5/10 for the layout (In terms of the concept of the map)

8.5/10 for the map as it is right now. (Its a bit plain on the scenery side and I dont like how the squarish side looks, and ofcourse the vastness of the map will hurt gameplay)

So basically, I think you should work with this map because the layout is very good. In soldat, maps that are tight and narrow usually create better gameplay than maps that are vast and open. Overall I think this could be a great map with some tweaks here and there, the primary one being make it tighter.
« Last Edit: August 12, 2006, 02:58:44 am by Poop »
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Offline jrgp

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Re: ctf_fallenleaf
« Reply #4 on: August 12, 2006, 07:55:57 am »
I really like the colors and how you made it look like there are 2 textures with the shading.
Also the scenery looks great too.
Good Job!
There are other worlds than these

Offline crackadillicus

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Re: ctf_fallenleaf
« Reply #5 on: August 14, 2006, 05:11:40 pm »
took your suggestions and reworked it some.  also messed with the textures a bit so it doesn't all look so flat.

tell me what you think

new download
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