Author Topic: CTF Elladur  (Read 1585 times)

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Offline zakath

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CTF Elladur
« on: February 03, 2009, 06:56:07 am »
Elladur

By Zakath
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Kampf inspired map that by design should be easy to defend(ie hard to cap on) and playtesting showed that the map had very intensive gameplay and was indeed very hard to cap on but not impossible.


(^Click To Enlarge^)

Screenshots:



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This map is hosted by jrgp's Soldat Mapping Showcase
« Last Edit: February 03, 2009, 07:00:32 am by zakath »

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DarkCrusade

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Re: CTF Elladur
« Reply #1 on: February 03, 2009, 12:41:17 pm »
hmmm, I dont see equalties to kampf, but it is a nice map from what I see from screenshot, I will download it a bit later :)

1) You are a master of making maps with functional bridges, they are good worked out on every
    map you make
2) The lower route seems to be the fastest way, but it is easily nadeable from above (player from
    above could throw a nade while jumping over the hole)
3) The top route is well balanced and not sprayable, the safe way tho

I think you should change just a bit the middlepart because of the nadingheaven, but the map is almost ready, good work I think ;)

Offline zakath

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Re: CTF Elladur
« Reply #2 on: February 03, 2009, 12:52:49 pm »
well when I am saying kampf style I am meaning that its easy to defend the flag. and well it should be hard to go low. a bit easier middle and even easier top. but what you gain in easiness you loose in time.

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Offline kvachu

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Re: CTF Elladur
« Reply #3 on: February 03, 2009, 04:20:58 pm »
Yeah! Finally my favorite recent map is released =D.
For me map is ready right now and I'm glad that You didn't do anything to that upper way =).

Offline Blacksheepboy

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Re: CTF Elladur
« Reply #4 on: February 03, 2009, 05:46:57 pm »
Oh yea it looks like a tough map, but hell, it'd be a map I would thoroughly enjoy playing.

I like the use of the 'ship'-esque boards for the bridges, as one end is darker than the other.  Adds a nice touch. 

What I've learned - well, knew already, but it was made into a realization today - is that you really don't need a lot of scenery to make a map look nice.  Not every map has to mimic real life.  Now duh, of course I've known that.  It's just simple things like logical/nice shading, realistic texture stretching, and an overall, developed theme for scenery that adds to the layout.  And that's it's only job: to make an already good layout make sense for the real world; to add that needed flavor.

But I digress.. nice map.  Is it, by any chance waypointed?  Kudos to you if it is.

Offline kvachu

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Re: CTF Elladur
« Reply #5 on: February 03, 2009, 09:54:36 pm »
It's map from zakath, so of course it is waypointed =P.
What i know zakath realease only full service maps ;D.

Offline Suowarrior

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Re: CTF Elladur
« Reply #6 on: February 04, 2009, 06:56:10 am »
When I get computer for my apartment. I wanna test this one. One of playable looks of yours, this time I think nothing disturbs me and it looks nice :). I still see top area a bit useless, but it's improved much better it was in first place.

I'm not sure how fun is that flag place, it's having potential, it might turn that flag throw option is amazing. If the flag throw is bad/boring, then flag place isn't so nice, as escaping bottom route requires many unsmooth movements. (and ye there isn't anything how to smooth it better)

Offline MyiEye

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Re: CTF Elladur
« Reply #7 on: February 04, 2009, 07:03:04 pm »
I like the positioning of the flags, because it makes them harder to get by delaying the escape, same sort of thing as Death, but not as bad and annoying, unfortunately I think that they're too closet together this'll cause a really frantic game that will make people choose not to use the upper route. However, what Suowarrior says about flag throw is true and could make a really interesting game, unfortunately people don't really implement this sort of team work. Other than that the visuals are nice, but I think you should add more nade spawns, because as it is they're all heading to the bottom, which means even less usage of middle and upper routes. I personally prefer maps in which nades are really common and easy to get at. Anyway, good job! Hope this helps
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Offline VirtualTT

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Re: CTF Elladur
« Reply #8 on: February 19, 2009, 11:45:13 am »
The top route isn't getting used much. And i think that the low route needs some kind of ramp to help players to turn to the flagplace.

Offline zakath

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Re: CTF Elladur
« Reply #9 on: February 19, 2009, 01:11:50 pm »
top route is indeed quite unused except maybe for efc in a standoff and yeah its a bit ugly to get to flag place but that is part of the design that it should be hard to grab the flag. imho this map has indeed some flaws as most of my maps have but I usually release them in the hope that someone maybe gets som ideas from it or solutions.

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Offline Eagles_Arrows

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Re: CTF Elladur
« Reply #10 on: February 20, 2009, 05:03:48 pm »
Looks nice, but I STILL can't shake off the feeling that you're taking old maps and rearranging parts to come up with a new one.

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