Author Topic: ctf_Sandtrap  (Read 2535 times)

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Offline Rambo_6

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ctf_Sandtrap
« on: July 21, 2006, 09:53:09 am »
A small idea that i had, i wanted to try making a map out of it.

It's a basic ctf map with a twist. The entire middle area is enclosed and you cannot get inside it unless you spawn in it. This sort of makes it a kind of "duel arena". There are 2 bridges near it that can be shot through, so you won't be bored if you spawn alone in there. Spawning in the middle is more of a rare event, too. So savor it!  :o


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Offline jrgp

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Re: ctf_Sandtrap
« Reply #1 on: July 21, 2006, 09:57:08 am »
The shading isn't to bad, but the scenery is a little bit repitive.
I don't really see the the point of having that middle area enclosed to no one can get in it or out of it.
There are other worlds than these

Offline Rambo_6

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Re: ctf_Sandtrap
« Reply #2 on: July 21, 2006, 10:06:02 am »
It's a dueling arena. There are spawns in it.

Offline GluLm

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Re: ctf_Sandtrap
« Reply #3 on: July 21, 2006, 10:13:25 am »
Ooooooooh... Nice one.
That middle area is a clever thing you came up with. I suggest you put another berserker bonus in there (on the floating platform for instance) so that people spawning inside would annoy the flagrunners up above them...
Just an idea.
A one way exit from that area would have been alright too...

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Offline Rambo_6

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Re: ctf_Sandtrap
« Reply #4 on: July 21, 2006, 10:25:43 am »
I couldn't figure out how to make a one-way exit, so i just made multiple points where you can shoot through the wall.

And most servers don't use bonus popwerups anyways :P.

Offline Mistercharles

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Re: ctf_Sandtrap
« Reply #5 on: July 21, 2006, 10:43:03 am »
Layout reminds me of klein in a way: lower route with stat gun, mid route with bridge that stat gun can shoot through, and upper route that's very high up and doesn't have any way to escape gunfire.

Looks really nice by the way.
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Offline Vltava

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Re: ctf_Sandtrap
« Reply #6 on: July 21, 2006, 11:24:10 am »
Couldn't some idiots throw the flag to someone in the center and have them camp there? That's the only flaw I see. I really like all other aspects; the shading combined with the texture is quite nifty.

Offline Rambo_6

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Re: ctf_Sandtrap
« Reply #7 on: July 21, 2006, 11:26:36 am »
If that happened, then somebody from your team would be able to spawn and kill him.

I can forsee this being a hard thing to do. Coordinating such a thing is tricky, as you'd have to climb to the top then drop the flag down the middle. Even if you managed it, an enemy sniper or ruger user could simply snipe the flagger down.

Offline crackadillicus

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Re: ctf_Sandtrap
« Reply #8 on: July 21, 2006, 02:15:04 pm »
like shootin fish in a barrel

i see it - good idea, but i'm a little iffy on the execution

Suggestions:
1.  mebbe work it so the 'sandtrap' is smaller, cutting it in half at the landing in the middle (half as tall)
2.  lowering it, so that the center of the sandtrap is about even height with the spawn points.
3.  with (1) and (2), lower the top so that it's more accessible - as of now it looks like it'd just be such a hassle to get to the top that it's almost not worth it, except for the strategical point of dropping down on someone, which is just as effective, if not moreso if there's a little less ground to cover on the drop.
4.  make some holes on the sides of the trap

Other than that, agreed with the above comments, and think with a little work this could make it's way into the regular set of maps we see on servers.  it's got that real natural old-map stylin feel to it

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Offline swebonny

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Re: ctf_Sandtrap
« Reply #9 on: July 21, 2006, 02:35:11 pm »
I like the layout very much.

Have you added the sandstorm effect?

Offline Rambo_6

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Re: ctf_Sandtrap
« Reply #10 on: July 21, 2006, 02:37:22 pm »
Yes, the weather is set to 'sandstorm'.

I think...

Offline Plonkoon

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Re: ctf_Sandtrap
« Reply #11 on: July 21, 2006, 04:15:42 pm »
I like to see ingenuity in maps, this is pretty neat.

Offline GluLm

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Re: ctf_Sandtrap
« Reply #12 on: July 21, 2006, 06:45:31 pm »
Another way to avoid the abuse as crackadillicus pointed out:
put hurting polygons on the bottom part (combined with lots of small cactus or barbelwires or something) so that players are forced to stay above, where others can easily reach them with bullets...
Still a pretty good layout.
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Offline Keron Cyst

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Re: ctf_Sandtrap
« Reply #13 on: July 23, 2006, 01:55:55 am »
Problem with this kind of map is that MediKits will spawn in the center, so when all the 'kits are used up outside of the arena no one can heal (of course this is speaking entirely bot-wise)...

Offline TrmD

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Re: ctf_Sandtrap
« Reply #14 on: July 26, 2006, 04:18:25 pm »
Nice map, although the colours are kinda demented, and there are too many sharp edges (makes the map look unrealistic, or unappealing)... But I do like the layout and the shading ;D
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