Author Topic: ctf_x2  (Read 2466 times)

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Offline As de Espada

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ctf_x2
« on: September 06, 2007, 11:38:34 pm »
ctf_x2

By As de Espada and erMel
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Players: 4
This was made basicaly duplicating ctf_x1 and changing the layout and a few more things


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« Last Edit: October 01, 2007, 09:12:47 pm by As de Espada »
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Offline Yes

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Re: ctf_x2
« Reply #1 on: September 07, 2007, 06:30:44 pm »
Wowsers that map looks great. I also love the way you have your polygons set up man.
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Offline Blacksheepboy

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Re: ctf_x2
« Reply #2 on: September 07, 2007, 06:48:13 pm »
I must say that looks nice, but the gray backgrounds to the bunkers look really not right. They stand out too much and look ugly. The caves could look nicer if, as you went further into the caves, it got darker (not too drastically), being lighter at the entrances. If they aren't really caves, the same thing could still apply.

Offline Krypt_

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Re: ctf_x2
« Reply #3 on: September 08, 2007, 12:43:32 am »
It was funny to click the overview for this map because the second I did my attention was immediately drawn to that bright green tree dead center on top of the map. The design is rather interesting and may not be exactly the "mirrored-impression" that most other ctf maps give, but I think you did good with your approach here. Maybe changing the color of that center top tree would do the trick? ;)

Cheers!

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Offline As de Espada

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Re: ctf_x2
« Reply #4 on: September 08, 2007, 10:43:31 am »
I must say that looks nice, but the gray backgrounds to the bunkers look really not right. They stand out too much and look ugly. The caves could look nicer if, as you went further into the caves, it got darker (not too drastically), being lighter at the entrances. If they aren't really caves, the same thing could still apply.

The entrances are too open, basically the lights are coming from the left...


(...)  Maybe changing the color of that center top tree would do the trick? ;)

Cheers!

That tree is like our mark. We put it in every map of us, without changing colors or size.

Thank you :)
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Offline Carlitos

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Re: ctf_x2
« Reply #5 on: September 08, 2007, 01:33:07 pm »
as de espada are u Brazilian ?
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Offline As de Espada

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Re: ctf_x2
« Reply #6 on: September 11, 2007, 02:38:12 pm »
as de espada are u Brazilian ?
yes, why?
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Offline Carlitos

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Re: ctf_x2
« Reply #7 on: September 11, 2007, 02:47:09 pm »
i knew it!
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Offline O.R.I.O.N.

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Re: ctf_x2
« Reply #8 on: September 12, 2007, 02:20:07 pm »
Back on topic...

Another well-executed map with that "Jungle Cruise" feel to it. Well done.
To sum up my point: We had a multipage debate about toilet padding. (Putting TP in the water so you don't get splashed.)
And we still don't know if dead guys can keep a stiffy.

Offline Eagles_Arrows

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Re: ctf_x2
« Reply #9 on: September 13, 2007, 08:25:53 pm »
Not bad, but not great.  It could have been more.

5/10 on looks.
6/10 on gameplay.

Read review.

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Offline Keron Cyst

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Re: ctf_x2
« Reply #10 on: September 14, 2007, 05:54:02 pm »
The tree in the top-center is way too bright, and the bunkers feel more like half-natural fortifications, so they should have camonets & bushes or other such vegetation, not glass

Offline As de Espada

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Re: ctf_x2
« Reply #11 on: October 01, 2007, 09:12:58 pm »
The tree in the top-center is way too bright, and the bunkers feel more like half-natural fortifications, so they should have camonets & bushes or other such vegetation, not glass

Nice idea, maybe I'll do that toguether with other improovements (basicaly on sceneyrs)

Ps.: that's not glass! its the bunker BG.

Date Posted: September 14, 2007, 07:08:45 pm
We re-uploaded it with more scenerys and some polybugs fixed.
All my maps | my latest map: SoldatX Racing Mappack
me making a map on youtube: ctf_FastMade