Author Topic: ctf_FirstFire  (Read 839 times)

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Offline mkorbi

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ctf_FirstFire
« on: December 09, 2008, 01:44:17 pm »
ctf_FirstFire

By Korbi Da Pink
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It is my first map i've ever done. There is not waypoints, because im not preety sure how it have to be.


(^Click To Enlarge^)

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This map is hosted by jrgp's Soldat Mapping Showcase[/center

Offline Suowarrior

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Re: ctf_FirstFire
« Reply #1 on: December 09, 2008, 02:39:49 pm »
Good scenery usage and ok shading for first. The layout looks more like deathmatch map than ctf...

The most common fault at first maps are probably that there are routes that don't have any use. When you are designing try make sure every route got purpose, at this map the top route is so slow that I can't see use for it.

Try to avoid using small polygon islands, simplier is usually the better.

Also one avoidable thing is setting spawns at the very bottom of map. The rule of thumb is that dropping down is funner than jetting up.

I'm not saying that you should frame ur work with older mapper's styles, it's always good to see something fresh from new mappers.

As a hint, check MM maps b2b, voland, laos, viet, death, think about how different maps they are and how every route has purpose for game.

Offline mkorbi

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Re: ctf_FirstFire
« Reply #2 on: December 09, 2008, 04:23:14 pm »
Wow ;]
Thank you a lot for that good constructive critique.

I think this map will be remaked in the future ;p I want to make it yet.
Upper way came into existence by chance ;D I tried to move down all the map and the roof stay on his place :D

Actually I cannot play soldat right now because net connection in my dormitory really sux ;/ so I start to make maps.

I think second map will be much better ;] more shapely and faster.
Gameplay on the first place.


Offline As de Espada

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Re: ctf_FirstFire
« Reply #3 on: December 10, 2008, 02:39:52 pm »
first of all, this is a good first map.
When I looked at it, I thought it was a TM map, witch should be better, as you don't have any routes, it's a bunch of islands if you know what I mean.
Players spawns are really ugly, and blue has advantage.
But this one is shaded! yay! and the scenery is not that bad too. You could have colorised and maybe changed the opacity your scenerys, the middle ones are good, because you painted them olive, and make opacity different than 100 or 70%.
You got a plus for no or few polybugs

repeating: this map is not flowy at all.
ahh the lower scenerys offers full cover, and are total messy :P
All my maps | my latest map: SoldatX Racing Mappack
me making a map on youtube: ctf_FastMade