Author Topic: ctf_tw_crecent beta.  (Read 2198 times)

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Offline Wraithlike

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ctf_tw_crecent beta.
« on: June 05, 2007, 06:48:47 pm »
Hello, I'm looking for ideas on the design, looks and layout of my current map, ctf_tw_crecent. I'd love to see everyone's feedback. Thanks.

OD

Offline Shadow G-Unit

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Re: ctf_tw_crecent beta.
« Reply #1 on: June 05, 2007, 06:50:34 pm »
Beautiful, maybe add more detail and bunkers. Short, but hope that helps.


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Offline Krypt_

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Re: ctf_tw_crecent beta.
« Reply #2 on: June 05, 2007, 06:51:34 pm »
I love it. I dunno why but it just seems a little random to see that one oasis...haha. Cheers man, finish this sucker up!

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Offline Eagles_Arrows

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Re: ctf_tw_crecent beta.
« Reply #3 on: June 05, 2007, 07:19:15 pm »
Ugh, I started making a trenchwars map two weeks ago but haven't even finished one half of it! :(

Anyway, I don't really get why the left side gets a building (second to mid) with a sniper's nest and the other side doesn't.

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Offline Laser Guy

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Re: ctf_tw_crecent beta.
« Reply #4 on: June 06, 2007, 03:06:40 am »
Looks nice! Scenery and shading is gd. So finish that map! We rly need new TW maps...
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Offline Will

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Re: ctf_tw_crecent beta.
« Reply #5 on: June 06, 2007, 03:12:50 am »
i suggest you put healing polygons in that oasis :D

And I love the buildings, but what E_A said, you somehow need to balance those two buildings. Or is there a catch that we haven't figured out

Offline Laser Guy

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Re: ctf_tw_crecent beta.
« Reply #6 on: June 06, 2007, 03:15:53 am »
Probably something u haven't figured out...
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Offline sai`ke

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Re: ctf_tw_crecent beta.
« Reply #7 on: June 06, 2007, 04:36:43 am »
Sweet!
It needs a mosque though! :p
Every desert needs a mosque.
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Offline Wraithlike

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Re: ctf_tw_crecent beta.
« Reply #8 on: June 06, 2007, 03:59:24 pm »
I'm working on balancing those buildings, so they're different but still balanced.

And @ EA, I'ver been working on this map for well over a month now. :P

Offline VirtualTT

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Re: ctf_tw_crecent beta.
« Reply #9 on: June 06, 2007, 05:47:12 pm »
i don't like this at all...
  • Elevation fluctuation are way too large... With such hilly structure there is no need for trenches. Sitting in existing ones is useless. Remember the advantage that gives you middle bunker on Gloryhill? But on this map almost every slope is much more steeply inclined. TW maps must be flat...
  • Giantism of buildings... Well, this is problem with the most of your maps...
  • jet... two preceding problems cause this one...
Mentioned problems brake all TW gameplay balance (rush-spray-sniping).
map doesn't have any waypoints so it looks like you didn't even tested it..
  • windows are very laggy
  • i don't like polygon structure of the ground - most of the polygons aren't used... it looks like you made 4 square blocks, copy-paste them and adjust each block a bit

Offline Wraithlike

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Re: ctf_tw_crecent beta.
« Reply #10 on: June 06, 2007, 08:05:18 pm »
Thanks for the feedback VTT, I was really hoping you'd give me some advice, because you've made some of the best tw maps out there.

I think I will remove the jet, but I was testing it at a very low level to see if It could reduce fall damage but still keep people from jetting around. I'll flatten it out a little, but the differing elevation makes the building more desireable to capture, as they offer full cover. I'll also try to shrink them, although they don't seem to be too large. What height would you recommend?

It's also not finished, and I plan to add more shading to the ground, to make better use of the large number of polygons.

Thanks again, for the advice, and I gladly await your reply.

Offline VirtualTT

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Re: ctf_tw_crecent beta.
« Reply #11 on: June 06, 2007, 08:58:05 pm »
I suggest to scale buildings -30%.~-40%
Buildings give you full cover but they don't offer proper weapon emplacement.



Sitting high makes it harder to defend. But placing statgun high is a good way to balanceĀ  it's spray. So i think that tower building should be removed at all. Red base building have a window. But it's totally useless cause roof in front of it suppress fire. Such structure could work only if building was at the bottom of the hill...
Creating waypoints and testing map with bots from the begging is necessary! Otherways it's almost impossible to keep everything balanced...

Offline Wraithlike

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Re: ctf_tw_crecent beta.
« Reply #12 on: June 06, 2007, 09:35:24 pm »
Thanks, I'llPut that into consideration as I continue working on it.

Offline iDante

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Re: ctf_tw_crecent beta.
« Reply #13 on: June 06, 2007, 11:16:11 pm »
I actually disagree with some of what VTT says. Elevation fluctuation in this map is very good, very fun. Makes it easier to take the middle, but harder to hold it with enemies crashing down on you. Yes it needs work but I would say keep the general shape of it, it makes for a fun game. And plus, what would TW be like if every single map were the same basic shape?

Offline Wraithlike

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Re: ctf_tw_crecent beta.
« Reply #14 on: June 06, 2007, 11:25:47 pm »
Thanks iD, thats what I was thinking when I made the layout.

Offline Blue-ninja

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Re: ctf_tw_crecent beta.
« Reply #15 on: June 07, 2007, 01:10:11 am »
This is the kind of map where you don't want noobs rushing around and not taking orders. It takes precise strategy, a good firing arm, and good teamwork. With that in mind, it could balance itself out.

Offline -Skykanden-

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Re: ctf_tw_crecent beta.
« Reply #16 on: June 07, 2007, 07:04:57 am »
Wow i love that map, and, it will be on the servers?

Offline Wraithlike

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Re: ctf_tw_crecent beta.
« Reply #17 on: June 12, 2007, 01:29:27 pm »
Ok, I released the map, and you all can check it out in the dtf/inf section.