Author Topic: ctf_Overgrown worth further work?  (Read 2343 times)

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Offline ViN

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ctf_Overgrown worth further work?
« on: February 26, 2008, 03:47:23 pm »
Yeah, i've made a concept map.
I suck @ mapping, so I want to ask you, if that piece of map is worth relasing.
If it's not, I will delete it allready.
If it is, tell me what can I add/change to that.
Waiting especially for viggo.

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Offline mar77a

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Re: ctf_Overgrown worth further work?
« Reply #1 on: February 26, 2008, 04:07:34 pm »
Interesting layout. The scenery looks kinda cartoonish: use transparency and diff sizes.

Offline ViN

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Re: ctf_Overgrown worth further work?
« Reply #2 on: February 26, 2008, 04:19:14 pm »
I have used transparancy, and diffrent sizes of the same scenery would look pretty lame imo, but yeah, I can try(not today tho).
Also, the properties are:
-Polygons: 572
-Scenery: 438
-Spawns: 10
-Colliders: 13
-Waypoints: none yet, i will waypoint it when the layout is finished
-Dimensions: 1738x971

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Offline Horve

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Re: ctf_Overgrown worth further work?
« Reply #3 on: February 26, 2008, 05:11:05 pm »
alpha height disadvantage

Offline KorrupT MerC

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Re: ctf_Overgrown worth further work?
« Reply #4 on: February 26, 2008, 09:08:22 pm »
IMO:

You dont suck at mapping, i've seen a lot worse.

The layout is O.K., nothing special.

I'd say its up to you, do YOU like the map? Thats what its all about really.

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Offline frosty

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Re: ctf_Overgrown worth further work?
« Reply #5 on: February 27, 2008, 03:43:50 am »
nice, i really like it, but the real question, as said by Korrupt Merc, is, do you like the map? you done some good work and let me just say, your mapping is better than mine atm, so i hope that helps, if you believe in yourself to be a good mapper, then you are a good mapper, if not, well, you can only improvise :D

Date Posted: February 27, 2008, 03:43:19 am
btw, where can i download it?
check out my server! click here

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Offline ViN

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Re: ctf_Overgrown worth further work?
« Reply #6 on: February 27, 2008, 04:45:43 am »
alpha height disadvantage
Yes, alpha's lower than bravo, but it makes alpha better to rush(running up polys is faster than flying down).
I didin't want "You don't suck and mapping rofl lol rock lolololo", but some of Vig's whining, which helps most or some ideas how to make it better.

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Offline As de Espada

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Re: ctf_Overgrown worth further work?
« Reply #7 on: February 27, 2008, 09:42:15 am »
maybe you could turn it into a regular ctf
with some color variance, maybe some light spots and should be fine
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Offline ViN

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Re: ctf_Overgrown worth further work?
« Reply #8 on: February 27, 2008, 01:50:19 pm »
And that's what i needed!
Nice idea for deleting middle of these polys and replacing the flags.
I've had a problem where to put flags and don't make the middle way useless(like it's now).
The spray blockers are a need, i knew it.
I don't like the bunker idea though.
I will try editing it soon, i don't have time now.

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Offline frosty

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Re: ctf_Overgrown worth further work?
« Reply #9 on: February 27, 2008, 04:21:22 pm »
dude neither do i, it does not match with the rest of the map
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El_Spec

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Re: ctf_Overgrown worth further work?
« Reply #10 on: February 27, 2008, 04:40:48 pm »
The outer walls could use some thickening, but that's just my preference.

Offline ViN

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Re: ctf_Overgrown worth further work?
« Reply #11 on: February 27, 2008, 04:58:32 pm »
Ok, i though so too, will make them thicker.
I added spray blockers, cols and some more roots.
I have removed middle of the left and rightmost platforms, and put flags there, the middle way isn't useless now and it's easier to grab the flag.
I have made the background bit lighter.
This is how it looks now:

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Offline frosty

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Re: ctf_Overgrown worth further work?
« Reply #12 on: February 27, 2008, 11:15:51 pm »
dude can you attach the map plz i wanna try it out
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Offline Eagles_Arrows

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Re: ctf_Overgrown worth further work?
« Reply #13 on: February 27, 2008, 11:24:18 pm »
Get rid of those spawns on the bottom route.

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Offline ViN

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Re: ctf_Overgrown worth further work?
« Reply #14 on: February 28, 2008, 05:06:00 am »
Right.
Removed bottom spawns, made the outter walls thicker.
I hope this is the final version and I can start waypointing it(oh noes).

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Offline As de Espada

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Re: ctf_Overgrown worth further work?
« Reply #15 on: February 28, 2008, 02:19:01 pm »
uhauhauha something funny would rotate the map a bit to the right
the "rightest" blue spawn seems to be bad for gameplay
« Last Edit: February 28, 2008, 05:44:11 pm by As de Espada »
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Offline echo_trail

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Re: ctf_Overgrown worth further work?
« Reply #16 on: February 28, 2008, 02:30:20 pm »
How about adding a lite more scenery on the bottom route? It seems a little dull, a little empty. I think adding a few more plants and what no would make it more dynamic. Perhaps make a little hill or something, you know?
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El_Spec

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Re: ctf_Overgrown worth further work?
« Reply #17 on: February 28, 2008, 04:30:21 pm »
Make the middle tree slightly darker and it'll be complete.  I see no more need to adjust anything else.  Time to waypoint it.

Offline frosty

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Re: ctf_Overgrown worth further work?
« Reply #18 on: February 29, 2008, 12:09:24 am »
gl with waypointing, if you can do that then you certainly dont suck @ mapping

Date Posted: February 29, 2008, 12:08:45 am
p.s. i suck at waypointing, (i hate it :()
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Offline Pyroguy

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Re: ctf_Overgrown worth further work?
« Reply #19 on: March 02, 2008, 12:49:49 am »
It's looking really nice, my only complaint is *too* many spray blockers... I'm afraid it will block Beret and Ruger fire too much. Try playing without them and identifying any real problem areas, then adding them in; and since they don't affect the layout you can waypoint it while you wait for people to test it.