Author Topic: ctf_canti  (Read 1847 times)

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Offline Blue-ninja

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ctf_canti
« on: September 03, 2008, 04:37:19 pm »
Canti

By Blue-ninja
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I have a sudden liking for "bottomless" maps. The top route is deadly; don't try it (not impossible). And I'll be damned if I didn't waypoint this. I need comment/advice on waypoints as well. Name is latin for "victorious".


(^Click To Enlarge^)

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Download / Rate on TMS
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This Map Is Hosted By jrgp the shizz's Soldat Mapping Showcase

Offline freestyler

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Re: ctf_canti
« Reply #1 on: September 03, 2008, 05:05:35 pm »
Huh, i thought it would be something like Canti from FLCL (Furi Kuri).

The placement of flags is interesting, I have to test it online. I like the spikes around blue flag. :)

[edit] Just tested it... It is too big. Besides, you didn't put ctf_ in the name of map.
« Last Edit: September 03, 2008, 05:09:39 pm by freestyler »

Offline mar77a

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Re: ctf_canti
« Reply #2 on: September 03, 2008, 05:31:38 pm »
Interesting layout and colors. Smart jet amount :)

I wonder how does this play 3v3, probably fun.

Offline Wraithlike

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Re: ctf_canti
« Reply #3 on: September 03, 2008, 05:36:52 pm »
There's a flaw with TMS, it renames the file to the name you put in the name entry field. just change it to ctf_Canti.

Edit: Testing.
« Last Edit: September 03, 2008, 05:41:12 pm by Wraithlike »

Offline Blue-ninja

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Re: ctf_canti
« Reply #4 on: September 03, 2008, 05:53:14 pm »
There's a flaw with TMS, it renames the file to the name you put in the name entry field. just change it to ctf_Canti.

Like what happened with Strawberry?

Offline Wraithlike

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Re: ctf_canti
« Reply #5 on: September 03, 2008, 05:54:54 pm »
Yep, exactly. I simply renamed it when I downloaded it, but not everyone will think to do that.

Hmm, where to start. First off, the layout is very nice. The size is perfect for teh gameplay and it's quite original. The only layout flaw, is that it can be slightly difficult to go onto the bottom route and maintain speed, but this isn't  a very significant problem. It's really quite a good map. It also could benefit from some modification to the nade and medkit count, and possibly spawns. I'm not feeling very articulate  right now, so I'll comment better later.

The waypoints need work, but I'll tutor you on those privately, It'd be hard to really help with them without being able to have a continuous discussion.
« Last Edit: September 03, 2008, 06:35:37 pm by Wraithlike »

Offline ElSpec774

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Re: ctf_canti
« Reply #6 on: September 03, 2008, 08:16:44 pm »
Layout-wise, it's an highly original map with very original gameplay.  But I think there needs to be several changes to layout.  Like remove the openings at both ends and make the polygons at the edges of the lower route icy.  Also, it seems a bit large, I'd make it maybe 1-15% smaller.

I just hate the visuals though, complete crap.  Wouldn't even consider it default quality.  It needs serious pimping.  It'd be really interesting if Boxo could re-make this with his style.    Something like ctf_Dropdown2 visuals, now that'd be something.

Waypoints, I'm not good with them and I can really only do very basic movements.  But I can tell you that you have a lot of broken waypoint throughout the upper route along the bridge.  Just connect them in one line, the way you waypointed them, bots would always stop mid-way and I was greatly annoyed by it.

And you forgot to type a map description, so it reads "New Soldat Map".

Overall, has huge amount of potential with a different visual style, Keron Cyst quality waypoints and with my polygon suggestions.

Offline Blue-ninja

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Re: ctf_canti
« Reply #7 on: September 03, 2008, 10:04:17 pm »
Layout-wise, the openings at both ends of the map serve a purpose as a anti-spawning tactic. It gives the players that spawned in the lower parts a chance to jet far out of reach of saws and sniper guns. Plus, I guess that a few players would think it's not a waste of time to jet over the top of the map to surprise the enemy base. No, it's not possible to jet over it. :)

I'm not gonna comment on the visuals. I did a poor job, yes, but they aren't truly crap since they don't distract the player from the gameplay (and the overview bastard judges :P).

The waypoints I knew I did a meh job, since it's my first real try at waypointing a CTF map, and the fact that the map is really open (the bottom thing was tough, and yet I saw that the alpha team bot was able to cap once).

Eh, who cares.

Keron hasn't been waypointing any map recently it seems.

Offline Suowarrior

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Re: ctf_canti
« Reply #8 on: September 04, 2008, 01:45:24 am »
The map is impossible to waypoint perfect They can't really cap when they are playing against each other. I mean when ur bot is going bottom and going to take a flag, when it sees the enemy, it won't obey ur wypts anymore, it's just more interested to hunt enemies.

The layout is original. Multicaps possible but I guess that's not a problem. Hopely some smaller gather adds this so it could be tested soon.
« Last Edit: September 04, 2008, 02:38:16 am by Suowarrior »

Offline vandercluus

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Re: ctf_canti
« Reply #9 on: September 04, 2008, 03:00:40 am »
Yo!
I wont comment it until I played it but I put it on the German gather server number 1 ( dunno why servernumbers are changed from time to time, I mean the server hosted by selfkill). Unfortunately the Gatherbot seems to be absent pretty often but its on the channel during the afternoon and the evening usually. O, the channel's name is #soldat.gather.de @ Quakenet.
Here's the servers ip, there no gatherscript running on it yet because the guy who was supposed to send it to me only has a broken version of it. ;[ 
ip: soldat://server.selfkill.com:35874/earth

Offline jrgp

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Re: ctf_canti
« Reply #10 on: September 04, 2008, 06:21:16 am »
There's a flaw with TMS, it renames the file to the name you put in the name entry field. just change it to ctf_Canti.
err...fixing. Thanks for not telling me  ::)
edit: Fixed :D
« Last Edit: September 04, 2008, 06:45:06 am by jrgp »
There are other worlds than these

Offline vandercluus

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Re: ctf_canti
« Reply #11 on: September 04, 2008, 03:10:48 pm »
Okay, played it at a gather and must admit the upper part ( upper route between the bases where the medis respawn as well ( not the bridge, more up ;d) is pretty useless. We played it at a gather nad our opponents weren't too motivated so we kinda poonted em with several multicaps. They ( opponents) said the distance between bases and bridge at the mid is too big, well, we should play moar gather to check this. Im off until Tuesday, so catchya then!

Offline Blue-ninja

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Re: ctf_canti
« Reply #12 on: September 04, 2008, 03:24:46 pm »
The top route is used when the middle route (above the bridge) is dominated by a team, and the other team needs a way to break through their defenses. Usually, the top route is left unguarded until one person decides to make the most use out of it. Plus, more medikits will go there when the medikits on both teams' sides run out, so they have to grab a few of those kits to make their bases more useful once again.

suo: Yeah, it's impossible to make a perfect waypoints, since the low route is when bots like to fire up at their enemies. Fortunately, for the most part of the trip to the enemy flag, the bots on the low route and on the bridge can't see each other until they get close to the flag spawns. Just hope for the best that a bot manages to grab a flag, so that then they'll obey the waypoints more readily than combat.

I couldn't really see what would happen next if a bot was weaponless, since I got the Fist modded to make the bots explode if they so much as punch once.