Author Topic: htf_Bleed [Re-release]  (Read 2591 times)

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Offline ElSpec774

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htf_Bleed [Re-release]
« on: August 30, 2008, 02:27:08 pm »
htf_Bleed

By ElSpec774
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Offline Blacksheepboy

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Re: htf_Bleed [Re-release]
« Reply #1 on: August 30, 2008, 05:59:17 pm »
Could you elaborate as to why there is a re-release? I never gave the first map a good look-over..

Offline Hair|Trigger

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Re: htf_Bleed [Re-release]
« Reply #2 on: August 31, 2008, 02:58:00 am »
I still see a minor shadow flaw missed when fixing it (top tunnel, left entrance)

Player since late 2007

Offline ElSpec774

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Re: htf_Bleed [Re-release]
« Reply #3 on: September 01, 2008, 08:46:42 am »
Removed some colliders and bonus spawns.  And I changed some of the shadow effects.

@ Hair|Trigger, I meant for it to be that way.

Offline Wraithlike

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Re: htf_Bleed [Re-release]
« Reply #4 on: September 01, 2008, 11:38:20 pm »
Way to do what no one really wanted and re-post all your maps. No list of updates, no change logs, just a bunch of needless re-posts. I mean for the love of god, this and scissors have 2 posts on page 1.

On topic: The map is mediocre if not bad. The layout is cramped and movement is difficult. The spawn placement favors bravo, as the spawn closer to the flag and with a height advantage, and better flow to the flag spawn. The tightness of the map also favors spray, and actual deadly spray, not the type that the uninformed whine about on large maps. An average auto user could completely destroy multiple opponents on the lower route, and they'd have little chance to escape as they fumbled on the awkward 45 degree inclines. Spas and m79 users will also have no problem camping the slopes and creating stalemates, slowing down, already sluggish gameplay significantly. There are also lots of places prone to sever polybugs, based on the incline of the slopes and the awkwardly large number of vertices meeting at the same point.

Additionally, the scenery is sparse and boring and it's nigh impossible to tell the colliding scenery polys with the non colliding ones, unless you of course test yourself, which takes precious gametime, and renders you useless. Or, you could run in blindly and mistakenly kill yourself with a nade or m79 shot. The texture and polys are just poorly done. It's bad form to use a non tessellating texture without even an attempt at texture stretching, and  the structure makes the coloring boring and repetitive. Also the colors are severely limited as in almost all cases the polygons fade from one of the base colors you chose, to black.

Overall, it feels rushed and uninspired, and not worthy of a re-release. Perhaps major gameplay fixes and waypoints would have warranted a new topic, but this is simply wasted space.

Love,
Wraithlike

Offline ElSpec774

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Re: htf_Bleed [Re-release]
« Reply #5 on: September 02, 2008, 01:37:27 pm »
I'm just curious to know but this is just me thinking, do you actually test my maps Wraithlike or just be another forum regular and judge it by the overview?

For the post, check my shoutout at TMS.  And thank you for useful mapping advance.  Like said, I don't care if it's harsh or not, I just want good advice.

Offline Wraithlike

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Re: htf_Bleed [Re-release]
« Reply #6 on: September 02, 2008, 05:17:59 pm »
Yeah, I do download and test. Although testing is hindered by lack of bot support on almost all maps that come out.

Edit: Thats why I comment on so few maps.
« Last Edit: September 02, 2008, 09:28:16 pm by Wraithlike »

Offline Blue-ninja

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Re: htf_Bleed [Re-release]
« Reply #7 on: September 02, 2008, 05:59:04 pm »
I just learned basic waypointing. :) Would you comment on any of my DM maps if they were waypointed?

And El Spec...you can just bump your original threads, or make one thread the next time you decide to re-release your maps. Keep in mind you're going to have to edit TMS's code so you're able to list the updates you've made to your maps, so it would seem less pointless to do so.

Offline ElSpec774

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Re: htf_Bleed [Re-release]
« Reply #8 on: September 02, 2008, 08:47:06 pm »
@Wraithlike, you don't necessarily have to test a map with waypoints to come to gameplay conclusions.  Although your hypothesis may not be 100% accurate, you can at least point out changes or anything worth mentioning.

@Blue-Ninja, I will be willing to test any map you give me to provide feedback on anything, including waypoints, although I don't even waypoint my own maps.  But that's only because I suck at them.

And I'm making something nice at the moment.  Very, very nice.  Good, fast, and default.

Offline Wraithlike

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Re: htf_Bleed [Re-release]
« Reply #9 on: September 02, 2008, 09:35:35 pm »
I did come to gameplay conclusions from testing this map, without waypoints, I was merely stating that they make it much easier. if you want though, I can provide solutions to most of the problems I mentioned. I can;t do that until later though, because I have to go to work soon.

Offline ElSpec774

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Re: htf_Bleed [Re-release]
« Reply #10 on: September 02, 2008, 09:39:09 pm »
Thanks for the offer but like the rest of my maps, this is failure.  Oh well, back to the old fashioned mapping method, sketching in notepads and visualizing them in PolyWorks.

Offline Wraithlike

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Re: htf_Bleed [Re-release]
« Reply #11 on: September 02, 2008, 09:42:37 pm »
Hmm, the best advice I can give you is to design your paths with a curve, it improves speed, and helps prevent spray, look at Raspberry's bases, and most of Tabaet to see what I mean.

Offline jrgp

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Re: htf_Bleed [Re-release]
« Reply #12 on: September 02, 2008, 09:48:17 pm »
Keep in mind you're going to have to edit TMS's code so you're able to list the updates you've made to your maps, so it would seem less pointless to do so.

er..what? One of TMS' strongest points is that whenever you update a map, all download links are updated with the new version and the thumbnail is regenerated, without the need for you to even touch the BB Code it generates.

There are other worlds than these

Offline Blue-ninja

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Re: htf_Bleed [Re-release]
« Reply #13 on: September 02, 2008, 10:24:30 pm »
Just in the comment section.

Offline ElSpec774

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Re: htf_Bleed [Re-release]
« Reply #14 on: September 03, 2008, 02:17:33 pm »
Yeah, I'm strongly taking all the knowledge that I've read from your mapping guide into my maps Wraithlike.  Like said, back to pure default for me.  Viggoloniggolo style as I've observed and made is prone to and none completely smooth gameplay.  And it's kind of lazy if you ask me, using the grid line to produce everything.

Offline Blacksheepboy

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Re: htf_Bleed [Re-release]
« Reply #15 on: September 12, 2008, 07:09:16 pm »
I used to try to produce everything strictly with the grid-line. In the end, I saw the cons and moved on. Honestly though, some maps do alright with strictly grid line based polygon placement.