Author Topic: ctf_Supershot  (Read 1983 times)

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Offline KorrupT MerC

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ctf_Supershot
« on: December 12, 2007, 07:18:01 pm »
Ctf_Supershot

Theme: Secluded jungle area with an abandoned base.

This is my second map, i tried to use the suggestions from my last map and apply them here, but as always, give me feedback.

I wanted to make this map so i could add my favorite thing to do in soldat, shoot myself off ice (the polys near the top are the icey, so players can shoot themselves towards each other, just for something different ;) ) I tried making a map that satisfies both players who like small places and people who like a wide area to manuever.

Waypointing? Yes, but its not my best job, you will occasionally find bots back flipping (not intentional) but they will correct themselves, both sides are capable of capping with ease but the higher levels arent really bot friendly and i really dont feel like messing with it.

Overall the map is a good size for playing, hope you enjoy it.



Overview
« Last Edit: December 12, 2007, 09:52:19 pm by KorrupT MerC »

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Offline Suowarrior

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Re: ctf_Supershot
« Reply #1 on: December 14, 2007, 03:07:19 am »
Í like ur start as mapper. You try to do layout before look.

Layout: The ice boost is a funny thing, it's not a new idea but it's fun. I like the middle way, it's pretty smooth and the fastest way, (im only afraid of spray into center building). The bottom way is pretty cheap, it's just a U valley, it could need some corners. The top way is good but getting from top to base, you lose ur speed and u need to get ur speed back again... It should be smoothier. The top polys are not needed. Overally I think you have too many connections between ur ways...

Look: Well you still need to work with that. The building is only thing that looks good.

Offline KorrupT MerC

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Re: ctf_Supershot
« Reply #2 on: December 14, 2007, 12:55:43 pm »
Quote
(im only afraid of spray into center building).

I considered that and if you havent played it yet, i have the entrances blocked with invisible polys that are bullet colliders, so you cant spray in the building until you enter it.

Quote
Overally I think you have too many connections between ur ways...

I like maps like that, with 3 major routes and lots of ways to switch between routes, makes catching an efc harder as he can switch many times between each route.

Quote
The top way is good but getting from top to base, you lose ur speed and u need to get ur speed back again...

This was also intentional, i didnt want people shooting themselves from the icy polys into a base, it would be annoying like a mini-booster or m79-booster. I wanted that part just for pure fun.

Quote
The bottom way is pretty cheap, it's just a U valley, it could need some corners.

TY, i didnt really notice as most of the bots take the bottom route or end up there eventually, so i usually got stopped along the way to their base.


Would you be able to tell me how i can improve my look (what i should do) i thought it looked decent but im just comparing mine to others, havent got any serious feedback.


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Offline Suowarrior

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Re: ctf_Supershot
« Reply #3 on: December 14, 2007, 03:51:56 pm »
Nice you got right attitude, I like it. In fact it took a lot of time for me to make maps look pretty. I did some maps which gameplay I believed but when I published map I got only bad feedback from look and I didn't understand the why my looks wasn't good. That happened 1-3 years ago. It's sad thing that mapping is about 20-30% of doing layout (which is the fun part) and 50% of look and 20% waypoints. In fact I think most mappers don't give for layout even that.

Hints: U need to give a lot of time for look. Use more polygons to make corners to curves. For example the icy polygons, U see there's very sharp corner at end of them so more corners to make it curve (there are also good sharp cornered polygon using like Steel). Also the roof is flat which don't look good, more curves again. The second thing is theme, you can't use ice if ur map is jungle. Setting scenery is pretty hard to give hints... Jungle themed map is propably the easiest to do there are a lot of scenery and you can set grass everywhere. So at start it might be easiest to work with jungle. Usually you have to think scneries by urself and u need to think: Does this look good or not? I think it helps if u can show ur map to somebody and ask him what do u like? Also you can copy other mappers styles and use their sceneries pretty freedomly. You could also read some tutorials of look, there are many shading tutorials in forum.

Copy other maps' look, create something new into layout. That's my lesson.

If you need help and you know how to use irc you can contact me at #soldat.mapping @ qnet

Offline Horve

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Re: ctf_Supershot
« Reply #4 on: December 19, 2007, 08:01:55 am »
I'm going to make it brief, since I'm not getting paid for this:
Ugly- the middle house at the bottom is out of the theme and seems to pop out of the overall atmosphere of the map
Spawnkilling- as you cans see for yourself, there are no other exits out of the base besides the main route that later on splits into the middle and lower tunnel, but before that it is a damn spawnkill fest. UNLESS you add spawns to the upper areas aswell
Ugly some more- I really doubt the building was constructed by you, you probsbly ripped it from somewhere and btw, the place you ripped it from probably is ugly too, those lights are too bright and too bright for the map atmosphere aswell.
It looks hard to access the upway, so it will probably lie deserted.
Ugly x3- Shading, colouring, stretching.
Ok, it wasn't brief, but thorough - vig
P.S- I'm not going to playtest it, not even if you pay me.
I'll say good job after you fix it 8)
« Last Edit: December 19, 2007, 08:14:58 am by Horve »

Offline Mothafix

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Re: ctf_Supershot
« Reply #5 on: December 19, 2007, 08:05:09 am »
I'm going to make it brief, since I'm not getting paid for this:
Ugly- the middle house at the bottom is out of the theme and seems to pop out of the overall atmosphere of the map
Spawnkilling- as you cans ee for yourself, there are no other exits out of the base besides the main route that later on splits into the middle and lower tunnel, but before that it is a damn spawnkill fest. UNLESS you add spawns to the upper areas aswell
Ugly some more- I really doubt the building was constructed by you, you probsbly ripped it from somewhere and btw, the place you ripped it from probably is ugly too, those lights are too bright and too bright for the map atmosphere aswell.
It looks hard to access the upway, so it will probably lie deserted.
Ugly x3- Shading, colouring, stretching.
Ok, it wasn't brief, but thorough - vig
P.S- I'm not going to playtest it, not even if you pay me.

Return of the asshat..

Offline KorrupT MerC

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Re: ctf_Supershot
« Reply #6 on: December 20, 2007, 03:30:35 pm »
I'm going to make it brief, since I'm not getting paid for this:
Ugly- the middle house at the bottom is out of the theme and seems to pop out of the overall atmosphere of the map
Spawnkilling- as you cans see for yourself, there are no other exits out of the base besides the main route that later on splits into the middle and lower tunnel, but before that it is a damn spawnkill fest. UNLESS you add spawns to the upper areas aswell
Ugly some more- I really doubt the building was constructed by you, you probsbly ripped it from somewhere and btw, the place you ripped it from probably is ugly too, those lights are too bright and too bright for the map atmosphere aswell.
It looks hard to access the upway, so it will probably lie deserted.
Ugly x3- Shading, colouring, stretching.
Ok, it wasn't brief, but thorough - vig
P.S- I'm not going to playtest it, not even if you pay me.
I'll say good job after you fix it 8)

Actually the building was constructed by me, but i used a variety of premade sceneries so that may seem why i ''ripped it''

There are multiple spawn points (upper levels, flag area, infront of flag).

I am still trying to figure out this whole shading thing and i havent stretched the texture.

I am currently updating the map as we speak and i appreciate the thorough criticism, i've been waiting for someone to be blunt, TY.

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Offline ~Niko~

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Re: ctf_Supershot
« Reply #7 on: December 20, 2007, 05:31:12 pm »
- There's no need of a big building in the middle in my opinion.
- You added too much platforms to stand on, in my opinion, it's bad, but I recognize that I did it before too.
- Spawnkilling... many snipers can stay next to the base spraying when you spawn and that would really end the game with whiners and many assholes spawning around.
- Vegetation isn't accordingly placed, I mean, in a platform there's a dense jungle and in the other is just a bush.
- Bases haven't got anything... they are plain, without life...
- Most of the people with take saw and rush the low route because it's pretty thin, but there will be snipers too...

I haven't got nothing more to say at the moment. Good job, not so good, but I hope you improve.  :)

Ah, ignore Horve, he's a dumb asshole...

Offline KorrupT MerC

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Re: ctf_Supershot
« Reply #8 on: December 20, 2007, 06:23:18 pm »
Oh, this is out of date btw :P, refer to Here for the newer version.

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