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Official Soldat Forums
Soldat Maps & Mapmaking
CTF/INF maps
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Wraithlike
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ctfz_Pharaohs Spire -1.02-
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Topic: ctfz_Pharaohs Spire -1.02- (Read 3263 times)
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Blacksheepboy
Veteran
Posts: 1817
ctfz_Pharaohs Spire -1.02-
«
on:
January 16, 2008, 07:08:56 pm »
Pharaohs Spire
Version 1.02
Ok, I've been away for a while, and never got the chance to release the final version. Made to play better and slightly easier with better Bravo waypoints, and with a couple people in the tight crampness of the map, you could cap a flag.
If it didn't have the portals and sandtraps, the polygon count would be generously smaller but I shall leave them be. There are now little shrubs where bravo spawns are.
Information:
Polygons: 2524
Scenery: 225
Spawns: 47
Colliders: 2
Waypoints: Yes
Dimensions: 4605x2496
Click me
Updated a bit. Screenshot needs to be updated. Changed some waypoints accordingly to make bots shy away from players sometimes while falling or jumping so the player has a little more chance. They make a little difference. Added a new path above the super exploding zombie trap (the little red hole). Also added a small hole to hide in on the bottom route in the entrance to the Spire. Adds another place where a player can help out a teammate in this cramped map.
Enjoy!
«
Last Edit: February 05, 2008, 11:10:55 pm by Blacksheepboy
»
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vice
Major(1)
Posts: 30
woo!
Re: ctfz_Pharaohs Spine -Final-
«
Reply #1 on:
January 16, 2008, 09:53:59 pm »
Wow Looks great! The sand storm effect is fantastic! D: but I'm missing the chain.bmp scenery-gfx! (Not included in the rar or zip of the download.)
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~::
::~
::RIP::
2004-2005
El_Spec
Guest
Re: ctfz_Pharaohs Spine -Final-
«
Reply #2 on:
January 18, 2008, 11:46:15 am »
Good to see you finally finished this long going map. The main part still seems a little large and has too many routes/pathes, but it isn't a problem if you play it with a lot of people. The cloud effects are great, they blend in nicely with the polygons. I'm not sure what scenery you used, but the beam from the very top is awesome.
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kittycat
Major(1)
Posts: 39
Re: ctfz_Pharaohs Spire -1.02-
«
Reply #3 on:
May 17, 2008, 10:22:33 am »
o isnt that like the top kinda like from halo? because theres this thingy that is a building with many paths.. lol and has a thing like that on top and shoots a beam up lol..
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hey everyone go to\/ and go put feedback on the HLT mod by espadon, its the best.
http://forums.soldat.pl/index.php?topic=24703.0
Biggles
Flagrunner
Posts: 590
Mapping rotating
Re: ctfz_Pharaohs Spire -1.02-
«
Reply #4 on:
May 18, 2008, 04:13:52 pm »
Just lovely map.. perfect desert map
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CrashMan
Major
Posts: 90
... Is that so?
Re: ctfz_Pharaohs Spire -1.02-
«
Reply #5 on:
June 10, 2008, 10:23:56 am »
I spent FOREVER on this map trying to figure out where to go and what's what. It stands to reason that you could make those teleport-points a little more... obvious. People wouldn't normally know to go looking for 'em, or that they were there to begin with.
Your alpha waypointing is off. Team alpha bots can't even make it to the spire because your waypointing seems to tell them to fly, but you haven't given them enough jet fuel for that kind of long-term flight. Similarly, Alpha-bots spawning on the far-right island won't make it past that broken bridge, either.
Also, regarding that heal/bouncing island-thing at the far left... Given the current jet-fuel settings it was near impossible. (I think it can be done with an extensive amount of trial-and-error, and skill. I just used the Minigun surfing technique.)
In conclusion, I'd suggest that for your next update of this map (if you plan on making one), you make those teleport points a bit more obvious, and maybe add more jet-fuel (I don't see any reason to choke it down so extremely. The map's layout itself will mostly prevent you from taking any path other than the one you provided, unless you cheat with a Minigun.)
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a-4-year-old
Veteran
Posts: 1918
Re: ctfz_Pharaohs Spire -1.02-
«
Reply #6 on:
July 03, 2008, 01:47:39 pm »
you focused entirely on looks and not on form or function, so you already have one thing CTF_ash doesn't have.
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If we hit the bullseye the rest of the dominoes will fall like a house of cards. Checkmate. -Zapp Brannigan
Blacksheepboy
Veteran
Posts: 1817
Re: ctfz_Pharaohs Spire -1.02-
«
Reply #7 on:
July 06, 2008, 03:15:24 am »
Indeed the functioning capabilities of this map cower in comparison to most any other ctf zombie maps. As I've probably said before (silly me being so redundant), I've reworked this map too many times
. So, further progress on this map will not be made by me. This is now dubbed:
Defunct
.
Yes, and by the way: Thanks CrashMan for giving this map a full testing. You probably have now either regretted your adventuresome qualities, or fully enjoyed screwing around for a bit. I hope the latter was true
Edit:
Ooh, yes and I've almost forgotten! I have temporary given up Soldat mapmaking to more permanently design 3D Models for a project. Instead of placing polygons in
Polyworks
, I'm now placing polygons in
Blender
... wish me luck
«
Last Edit: July 06, 2008, 03:20:13 am by Blacksheepboy
»
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Official Soldat Forums
Soldat Maps & Mapmaking
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)
ctfz_Pharaohs Spire -1.02-