Author Topic: ctf_Nightfall--By Drag  (Read 1035 times)

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Offline Dragstie

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ctf_Nightfall--By Drag
« on: March 03, 2009, 10:29:19 am »
ctf_Nightfall

By Drag
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"You are well sleeping in your bed when you get waked of several hard knocks on your door. (KNOCK KNOCK KNOCK) You get up of your bed and jumps in your trousers and sweater and walks over to the door. You opens the door and get knocked down with an iron pipe wielded by an officer from the military..... Your eyes gets dark and your head is banging...." "2 days later you wake up in a nice bed in a place you dont know. Besides your bet lays a black outfit wich you take on and walks out of the room. In the hall you meet the officer who knocked you down and 7 other guys who wears the same outfit as you. You can also see in a far cornor that theres a line of men aiming on you with some guns!!!. The officer tells you that you are gonna follow him if you dont wanna get shot (yet).... You dont see any other ways than just to do what he says... He leads you outside and sets you up on a line.... Its is in the middle of the night. Then he give the guys with the guns order to load them... They take aim at you! They put their fingers and the trigger!!!. THEN SUDDENLY A GRENADE FLY'S OVER JUST INFRONT OF THE OFFICER AND EXPLODES!!!!(booom) A guy(wich you guess was the one who throwed the grenade) Jumps out from the bush he was sitting in and screams ""RUUUUN RUUUN RUUUN"" And you run... you run as fast as you can but the guys with the guns is following you!! luckily you got a black outfit so they cant see and shoot you from a long distance... you run and run and run and the hunt has begun!!"

Hello and welcome to my newest maps ctf_Nightfall
 i wanted to make something new compared to my older maps so i made this with flag throwing possibilitys and parachute spawns:)
Instead of just 1 soil of only player collides(as in ctf_Icebeam) ive made 2 in the middle this gives you alot of ways to throw the flag on as same time as it gives you the posibility to fly from the low path to the high and from high to low...
The distance between the 2 soils also makes it harder to throw flag directly from the Bravo soil to alpha(and from alpha to bravo) but it is still easy when youve spended like 2 min in the map and learned the tricks about it
If you wanna get the full feeling of the map i suggest you to download it and test it:)
 
Flag throwing posibiltys(most used... the red line is for alpha team and the blue for bravo)

Also notice the 2 only bullets collide soils(the ones that i marked in paint with a red line) ive made at each spawns(Bravo and alpha flag spawns and player spawns) This prevents all type of spawnkilling as the spawnkiller havent got infinite jet and cant shoot up from earth... this also gives a little extra time-out for the capper because he is protected when hes under the soil(Until an enemie comes down to him....)


The layout is quite simple because i wanted to make something without all thoose fancy disctraction sceneries:)

well i hope you like it
enjoy comment and critic please


(^Click To Enlarge^)

Screenshots:



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Download / Rate on TMS
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This map is hosted by jrgp's Soldat Mapping Showcase
« Last Edit: March 03, 2009, 01:23:13 pm by Dragstie »

Offline Suowarrior

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Re: ctf_Nightfall--By Drag
« Reply #1 on: March 05, 2009, 03:13:06 pm »
Hm on my laptop the map looked too dark, though at overview it looks fine, remember that bright is usually better than dark (not too bright). Otherwise looks are nice :), nice texture, nice 3d effects.

At layout you got pretty basic misstake for beginners. Your routes are -------------- too linear, also the routes are tiny. These things makes this spray heaven and it affects stiffyness... Shortly, your routes must have vertical changes more.

Flag place could be smoothier to escape, it's fun to be fast at escaping, it sucks when you get stuck on wall, no one likes it.

Flag throw doesn't probably work so good, I guess players will prefer more escaping in bottom route. When theres enemy waiting for you at bottom, then its sensible to pick middle at try flag throw.

Offline Dragstie

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Re: ctf_Nightfall--By Drag
« Reply #2 on: March 05, 2009, 03:22:48 pm »
At layout you got pretty basic misstake for beginners. Your routes are -------------- too linear, also the routes are tiny. These things makes this spray heaven and it affects stiffyness... Shortly, your routes must have vertical changes more.

Flag place could be smoothier to escape, it's fun to be fast at escaping, it sucks when you get stuck on wall, no one likes it.


thanks for the comments and tips:)

i like your tip about some more vertical polygons and ill try to do that in my future maps...

about getting stuck in the wall:) ive placed overlapping polygons in the flag hole so you easily and smooth can jump down and either jet a little up to take low route or make a minibackflip on your way up on the polygon ramp for middle route or you can make a full backflip to smooth to the high road:)

The screenshots looks darker than maps do in-game (i dont know why:( ) but i had to make some darkness in the map to give you the full feeling of the theme:)

Offline Suowarrior

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Re: ctf_Nightfall--By Drag
« Reply #3 on: March 06, 2009, 01:27:26 am »
The screenshots looks darker than maps do in-game (i dont know why:( ) but i had to make some darkness in the map to give you the full feeling of the theme:)

Actually it's cos laptops seems to make map look different in game, especially when there's transparency. Or maybe im not that nerd that I know how to fix it.

DarkCrusade

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Re: ctf_Nightfall--By Drag
« Reply #4 on: March 06, 2009, 01:45:47 pm »
Hmm, top and low route seem to be similiar, try to give them an individual flow, eg slow down one route or give some advantages, but visuals are good