Author Topic: tw_Tropics  (Read 4891 times)

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Offline NamelessWolf

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tw_Tropics
« on: January 09, 2012, 02:58:36 pm »
I’ll put this on tms.jrgp.org when possible. Until then..


Map file + scenery:
http://speedy.sh/pbUW8/tw-Tropics.rar

Overview:



Screenshots:







Description:
A short while after my first Soldat map I can now present to you my second piece. The overall map structure may not be as inventional as the one of tw_Plateau – and this map is smaller – but this time I put the time and effort to make my own scenery.

I might have changed too much to call this a remake of ttw_desert by +TheOne, although I should give him credits for creating the look of the jungle styled oasis in the middle of his map (you can see a picture of it here: http://i41.tinypic.com/2416ste.png ). Seeing as that map was a bit lost and forgotten I thought it could be revived by making a complete map out of that tropical looking part with the river.

So I did and – as mentioned before – I made some new scenery along the way, including some buildings and tents that a player can actually enter and step on. The technique isn’t really new as it was already used for the excavator in tw_Rover, but I think it adds some complexity to mapmaking when the scenery is part of the map, rather than just something you put in there for the looks.

To make things even more interesting I made the background change dramatically at Bravo’s spawn-side, making it an area ravaged by a forest fire. It was a challenge to me, creating the transition between jungle and smoking ashes, but in the end I quite liked the look of it myself.

Because of the visual style I used it’s not always easy to see where the ground starts, so I had to make the terrain very smooth for most parts of the map to avoid too much annoying bounces. That and the fact that this map is very small (even smaller than tw_Rage and without parachute spawns) makes it a quick run from spawn to enemy flag and back.
Rushers are likely to miss campers hiding in the bushes or inside buildings, but most games will probably still be very fast and intense, making this map ideal for games with few players on each side.



Offtopic:
This is my second map for Soldat. If you like it, please check out my first one too:
http://forums.soldat.pl/index.php?topic=41444.0
http://tms.jrgp.org/2010/?map=1655
« Last Edit: January 10, 2012, 02:28:49 pm by NamelessWolf »

Offline porquilho

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Re: tw_Tropics
« Reply #1 on: January 09, 2012, 03:03:29 pm »
The looks are really good. With a lot of details and such.

Offline NamelessWolf

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Re: tw_Tropics
« Reply #2 on: January 09, 2012, 03:19:06 pm »
Thanks. =)

Further comments?

Offline Tarrega

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Re: tw_Tropics
« Reply #3 on: January 09, 2012, 03:22:21 pm »
i know theres a lot of effort on such maps. but i dont like the idea at all.

it just doesnt work when you try to make soldat look like crysis 2.

just make visually humble maps that look stupid and colourful, though shaped so well-thought that they allow EPIC FUN gameplay.

anyway, thanks for your effort. it looks fantastic. but i just dont think its that good for soldat.

Offline NamelessWolf

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Re: tw_Tropics
« Reply #4 on: January 09, 2012, 03:31:29 pm »
Hm. So you think it looks too good? That's odd. :-o

I see your point about prioritizing the gameplay, but I wanted to evolve and do something different from the first map I made. For that map I had a concept based on a new kind of TW gameplay and many players liked it, but some would prefer a simpler map structure, where it's easier to just run from start to end and back. If I was to make such a map I could at least try to make it look good.

Offline Tarrega

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Re: tw_Tropics
« Reply #5 on: January 09, 2012, 03:59:59 pm »
its experimental in its own extreme way id say. a lot of people will love it. and its great nontheless.

Offline porquilho

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Re: tw_Tropics
« Reply #6 on: January 09, 2012, 04:07:12 pm »
I agree with Tarrega. The looks are great, but It's oveoverwhelming when played. from the pics I can't even see where the actual ground is. But yes, its great as a map art and experimental stuff

Offline porquilho

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Re: tw_Tropics
« Reply #7 on: January 09, 2012, 04:09:37 pm »
Don't think its a bad map! ;) You had an idea and I think you achieved it very well.

Offline Bonecrusher

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Re: tw_Tropics
« Reply #8 on: January 09, 2012, 05:32:25 pm »
As i already pointed out on irc, the treeline looks great. Why dont u create a ctf map ;

Im chill like that

Offline NamelessWolf

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Re: tw_Tropics
« Reply #9 on: January 09, 2012, 06:05:33 pm »
Thanks mate.  CTF? Nah.. ;)

Actually I might do that some time, but right now I haven't got many ideas for CTF. I probably can't grasp the possibilities of that game mode as I presently don't play it very often.

Offline zakath

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Re: tw_Tropics
« Reply #10 on: January 10, 2012, 04:58:36 am »
Some pointers:
All those jungle trees melt together with the ground so it becomes as suow would have said "heavy on the eye", instead put some opacity on them so they are more easy on the eye and looks a bit distant. other then that I cant really say anything about the map as I dont play tw.

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Offline NamelessWolf

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Re: tw_Tropics
« Reply #11 on: January 10, 2012, 08:00:59 am »
It's much easier to see the ground in game once you have an idea of what the map is like. As I pointed out the terrain is also very smooth for most parts of the map, without mudholes and trenches that may cause unexpected bounces for players that aren't very used to it.

Here's a picture of the map without scenery:



There are two stubs and a small trenchlike hole on Bravo's side that you might run into wile in game. Those are placed in areas where changing the opacity of scenery wouldn't work and they have to be there in order to make the map balanced. Otherwise it would be an easier and quicker run from Bravo's bas than the opposite side, because there is no tents that you have to jump past. I think most players will quickly learn and dodge those three obstacles.

The other thing that might not be apparent at first glance at the map is that there's an opening in the backside of the small caves that leads up the hill from the water in map centre. This however, I believe that players will learn even quicker, as it will be an important part of the map's gameplay.

Actually i tried changing the opacity of the jungle background, but I didnt think it made much difference in game. Only looked worse. I had hoped that it would reduce a problem I had with jumpiness of the background while moving, but it didn't have such an effect.
One thing that helped a bit for that was collecting several scenery files and putting them all into one file. However I still think that's a bigger problem than not seeing the edge of polygons.


Still.. I'm thankful for comments and ideas.
« Last Edit: January 10, 2012, 08:13:57 am by NamelessWolf »

Offline machina

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Re: tw_Tropics
« Reply #12 on: January 10, 2012, 09:33:26 am »
Wow! It looks quite... real! :) Good job. You chase scenery very well...

Offline Terran

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Re: tw_Tropics
« Reply #13 on: January 11, 2012, 06:16:35 am »
dude...too many bg sceneries which will capture attention more than action...eyes will be broken

i know that u tried hard on it but as i said higher - too many sceneries and it will crash gameplay for lots of players

i say so because on leo's tw already exist one map which looks like this one - same idea with jungles and many players hate it because they can't concentrate on gameplay.
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Offline NamelessWolf

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Re: tw_Tropics
« Reply #14 on: January 11, 2012, 04:55:13 pm »
Hm. tw_Limbo is it? I love the looks of that map.

From playing that map I couldn't imagine how anyone could think it took their concentration away from gameplay.
« Last Edit: January 11, 2012, 04:57:49 pm by NamelessWolf »

Offline AntyMan

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Re: tw_Tropics
« Reply #15 on: August 16, 2014, 12:04:41 pm »
Pls reupload.

Offline Blacksheepboy

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Re: tw_Tropics
« Reply #16 on: August 16, 2014, 08:47:14 pm »

Offline AntyMan

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Re: tw_Tropics
« Reply #17 on: August 17, 2014, 03:29:32 am »
So gather good graphics and realistic maps tw.