Author Topic: ctf_LightHouse  (Read 2515 times)

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Offline Monsteri

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ctf_LightHouse
« on: March 14, 2011, 10:53:50 am »
ctf_Lighthouse
By Monsteri & TrefluU
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A ctf map. Made by me and trefluU. Poor waypoints. Please comment.


(^Click To Get Hard^)

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Hosted by jrgp's Soldat Mapping Showcase.
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Offline jerich

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Re: ctf_LightHouse
« Reply #1 on: March 14, 2011, 12:49:05 pm »
It looks cool, but why would a lighthouse be underground? I thought the purpose for it is to help assist sailors and pilots for navigation by locating at shoreside points. The layout seems interesting but the lighthouse just seems so out of place, well at least to me. P.S the high blue player spawn is way too high. If there's an EFC and you spawn there, you just got screwed over basically. Come to think of it, both top spawns are outliers to the other spawns. You should keep spawns relatively the same distance from the enemy flag.
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Offline Monsteri

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Re: ctf_LightHouse
« Reply #2 on: March 14, 2011, 01:07:13 pm »
But none wouldn't use the top route, if there weren't be spawns at the top :(
I dunno about the 'lighthouse' it at least looks cool.
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Offline dnmr

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Re: ctf_LightHouse
« Reply #3 on: March 14, 2011, 01:52:07 pm »
it used to be an underground river, which has dried out because of... soil erosion due to constant warfare and abuse of natural resources... Something like that.

Offline Horve

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Re: ctf_LightHouse
« Reply #4 on: March 14, 2011, 01:58:31 pm »
Why would anyone ever use any route besides the central one?

Don't answer my rhetorical question unless you are a degenerate and did not understand what I meant by it.
« Last Edit: March 14, 2011, 02:06:50 pm by Horve »

Offline Suowarrior

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Re: ctf_LightHouse
« Reply #5 on: March 14, 2011, 02:08:55 pm »
After a few changes I see great idea here:
- Delete the top spawns
- No opening through bridge from center to top
- Enlarge the area spawn to spawn
- More spacious, less awkward flag place

The ending would be fast hectic center battle and then top route only for escaping, with option that teams could kill the enemy flagger through center bridge. Fun and unique, could be.
« Last Edit: March 14, 2011, 02:25:00 pm by Suowarrior »

Offline jerich

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Re: ctf_LightHouse
« Reply #6 on: March 14, 2011, 02:15:19 pm »
Yea if you do what Suo does, I would suggest to make the opening from the top curve inward rather than outward for a faster escape. Definitely separate the spawns, they are way too close.
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Offline TrefluU

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Re: ctf_LightHouse
« Reply #7 on: March 14, 2011, 02:25:10 pm »
Certainly an interesting idea, we'll see what we can do  ;)

Offline Monsteri

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Re: ctf_LightHouse
« Reply #8 on: March 14, 2011, 02:25:44 pm »
Quote
The ending would be fast hectic center battle and then top route only for escaping, with option that teams could kill the enemy flagger through center bridge. Fun and unique.
Something like that were actually my thoughts when I saw TrefluU's first sketch :)
Yeah, your suggestions are right.
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Offline As de Espada

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Re: ctf_LightHouse
« Reply #9 on: March 15, 2011, 07:17:07 pm »
Nice visuals. Good scenery, shadow and coloring. I like scenerys the most.
Make some ceil that makes players have to go near the bridge.
And maybe (just maybe) bonuses would accumulate in the lower route if you removed the top ones.
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Offline Monsteri

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Re: ctf_LightHouse
« Reply #10 on: March 16, 2011, 06:41:44 am »
Thanks. I'm not sure about the bonuses, but did you mean with
Quote
Make some ceil that makes players have to go near the bridge.
something like this: (attachment)
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