Author Topic: tw_cliff * rs_Canyon * inf_Mord_z  (Read 2445 times)

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Offline Mr. America

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tw_cliff * rs_Canyon * inf_Mord_z
« on: May 14, 2008, 08:48:37 am »
Well what to say?
Cliff is based on a coast in cold regions like norway =). <- waypointed
I guess you can imagine where Canyon plays, can't you?
inf_Mord_Z is a zombiemap and a kinda difficult one (well i think it's difficult =) . ) <- waypointed
Overview
Download
« Last Edit: May 14, 2008, 08:55:42 am by Mr. America »

Offline jameshetfield123

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Re: tw_cliff * rs_Canyon * inf_Mord_z
« Reply #1 on: May 14, 2008, 08:57:08 am »
cliff is very good

Offline jrgp

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Re: tw_cliff * rs_Canyon * inf_Mord_z
« Reply #2 on: May 14, 2008, 01:38:18 pm »
My first suggestion is either to save that huge ass overview as a jpeg or split up the overviews of the different maps. For some people that will take an eternity to load.

As for the maps themselves, I really like the shading / texture techniques you used on inf_Mord_z. rs_Canyon's visuals look EXTREMELY familiar. I doubt that's original at all. How is tw_Cliff a trenchwar map? tw's consist of trenches and almost never have any kind of vertical space or movement. Even if Cliff was a normal ctf map, I doubt it would be fun or even playable due to it's awkward size / space / layout.

I'm sorry for being a killjoy, but try to practice more and make maps not only have good visuals, but have equal playability.
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Offline Arbiter

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Re: tw_cliff * rs_Canyon * inf_Mord_z
« Reply #3 on: May 15, 2008, 06:28:06 am »
Make sure you have your name in the description. _Z's usually my signature, but since it's awesome, (looking a tad similar to inf_Cleaver, too,) I'll just ignore it.

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Offline BombSki

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Re: tw_cliff * rs_Canyon * inf_Mord_z
« Reply #4 on: May 15, 2008, 01:19:38 pm »
rs_Canyon's visuals look EXTREMELY familiar. I doubt that's original at all. How is tw_Cliff a trenchwar map? tw's consist of trenches and almost never have any kind of vertical space or movement. Even if Cliff was a normal ctf map, I doubt it would be fun or even playable due to it's awkward size / space / layout.
The overviews are in the wrong order, the RS maps is first in the screenshot and then the TW map.

I actually do think canyon is a nice map, vertical gameplay deserves experimentation.

Offline Mr. America

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Re: tw_cliff * rs_Canyon * inf_Mord_z
« Reply #5 on: May 15, 2008, 03:46:02 pm »
Sorry Arbiter, I didn't know it was your sig. Thought the _z means _zombie like zombiemode. ='(

jrgp, I guess you thought the maps were in the wrong order just like bombski said. Can't imagine such a harsh 
 critique otherways oO

btw i need some help on the waypoints on mord. How do I make the alpha bots take the flag and still use the alpha paths to the bravo flagm, instead of taking the bravo paths?
« Last Edit: May 15, 2008, 03:50:00 pm by Mr. America »

Offline Blacksheepboy

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Re: tw_cliff * rs_Canyon * inf_Mord_z
« Reply #6 on: May 15, 2008, 06:16:04 pm »
Don't bother waypointing Alpha team, or if you do so, I don't think it would be critical to make them able to cap, so long as they get to the flag region.

Didn't Mr. America make the original idea for ctf_Canyon map as well? I personally think this map would be pretty epic to play on, considering the verticalness of it. With a lot of players, this would be pretty chaotic. If Canyon was in a 3D game, it would be an epic map ;)

I don't find anything wrong with cliff either, but I don't play TW enough to fairly judge that map... Looks fun though, although it's not very TW-like (well, with no trenches). I think TW maps consist of more than just trenches though (obviously). What makes a TW map are the long drawn-out maps with buildings and defenses. Now that's a bad summary of what a TW map consists of but basically, I'm sure a few TW maps are allowed to be non-conformist and not have the typical trenches.

Eh, well alright, one qualm I have about Mord. Zombies maps aren't usually supposed to have colliders :P.

Pff, not the greatest critique...actually not much of a critique at all, but until I have played these maps, I think they're fine n' dandy as they are. I enjoy non-conformist maps that are decently constructed. Once again, these are my opinions until I have played these either online or with bots.

Offline rumpel

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Re: tw_cliff * rs_Canyon * inf_Mord_z
« Reply #7 on: May 18, 2008, 06:33:13 pm »
yeah i like tw_cliff and already played canyon too and they rocks [retard]
2 nice maps :p
cliffs running on my fastTW

« Last Edit: May 18, 2008, 06:36:14 pm by rumpel »
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Offline Mr. Domino

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Re: tw_cliff * rs_Canyon * inf_Mord_z
« Reply #8 on: May 19, 2008, 01:33:53 am »
btw i need some help on the waypoints on mord. How do I make the alpha bots take the flag and still use the alpha paths to the bravo flagm, instead of taking the bravo paths?

From Alpha flag to Bravo flag = Path 1
From Bravo flag to Alpha flag = Path 2

That said, unless you're looking to have Alpha bots to play with, the map doesn't need them. You don't need Bravo to score on this map, particularly with the flag so far from Alpha's base. You'd also have to put in some forks so that some Path 2 bots either kill themselves in that pit or successfully make it to Alpha's base, which could be a flag carrying Alpha bot or a Bravo zombie. It's a headache the map doesn't need.

Offline Mistercharles

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Re: tw_cliff * rs_Canyon * inf_Mord_z
« Reply #9 on: May 19, 2008, 10:37:32 pm »
canyon is beautiful. it's a shame no one will really want to use the lowest route.
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Offline Mr. America

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Re: tw_cliff * rs_Canyon * inf_Mord_z
« Reply #10 on: May 21, 2008, 01:58:04 pm »
Why not? Instead of running over the bridge and getting sniped, some will probably take the lower route ?

Mr. Domino: The Alphas use the path 1s (they would actually get to the white flag if there weren't zombies !), but if one gets the black flag (in the middle of the map!) he will follow the zombie's path 2 and fall into the hole and die... Is there noway to make the flagholder use path1? or make something like path3???

Offline Blacksheepboy

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Re: tw_cliff * rs_Canyon * inf_Mord_z
« Reply #11 on: May 22, 2008, 12:24:10 pm »
Answer to your question: No, you cannot make a path 3.  I do not have a solution to your problem. You have to very decisively place waypoints, but then it would require a separate path to take for the flag carrier... Just don't bother with it.

Offline CanadianCheese

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Re: tw_cliff * rs_Canyon * inf_Mord_z
« Reply #12 on: May 22, 2008, 04:24:13 pm »
Bridges look like crap on cliff.

Offline w00titsme

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Re: tw_cliff * rs_Canyon * inf_Mord_z
« Reply #13 on: June 07, 2008, 03:05:04 pm »
I honestly believe you've taken tw to a whole other level with cliff, the way there are hidden places below to camp. Honestly genius.
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