Author Topic: ctf_Laku  (Read 1593 times)

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Offline Mr. America

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ctf_Laku
« on: December 09, 2008, 04:52:37 pm »
ctf_Laku
by . : | Mr. America | : .
A somewhat Comeback-map. Big Spaces, much effort into scenerisation and waypointed (badly).


(Click to enlarge.)6MB!

Download

Ps: Is it only, me or is the Forum lacking speed?
« Last Edit: December 09, 2008, 04:55:03 pm by Mr. America »

Offline Leo

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Re: ctf_Laku
« Reply #1 on: December 09, 2008, 05:16:52 pm »
I had a similar map long time ago at my server. Was it yours too ? I have now added this one :)

Offline zakath

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Re: ctf_Laku
« Reply #2 on: December 09, 2008, 06:03:18 pm »
added to #soldat.mapping

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Offline rumpel

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Re: ctf_Laku
« Reply #3 on: December 10, 2008, 02:11:54 pm »
All posts should be made in English - see forum rules
« Last Edit: December 11, 2008, 01:41:18 am by The Geologist »
banned.

Offline As de Espada

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Re: ctf_Laku
« Reply #4 on: December 10, 2008, 03:32:51 pm »
I'm glad you lowered the roof
scenery is very jungleish
one thing I would change is the background of the cave entrance, I would add a scenery with the same collor of the background (sky) and fade it
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me making a map on youtube: ctf_FastMade

Offline Mr. America

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Re: ctf_Laku
« Reply #5 on: December 10, 2008, 03:53:59 pm »
Thanks. :)

@Leo: I once asked who knew this mapstyle, but noone seemed to know. Try to find ctf_soaked ;)

I'll try to modify it a bit more, but I NEED CRITICS. Post what you don't like and how you'd find it better pls :)

Offline Leo

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Re: ctf_Laku
« Reply #6 on: December 11, 2008, 12:43:57 am »
Thanks. :)

@Leo: I once asked who knew this mapstyle, but noone seemed to know. Try to find ctf_soaked ;)

I'll try to modify it a bit more, but I NEED CRITICS. Post what you don't like and how you'd find it better pls :)

ctf_soaked was at my server for a long time ;)

Offline Suowarrior

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Re: ctf_Laku
« Reply #7 on: December 11, 2008, 04:33:12 am »
I guess gameplay things are fine. Some things at looks are pretty bad...

Your basic bg is shiny green, when u go bottom centre area, it changes very awkwardly to very dark bg scenery, then also at center bottom area u got water, which is shiny green again, looks pretty unnatural next to dark cave bg, looks bad. Also im not sure about those light effects, at least they don't look too good...

Jungle scenery usage is nice. You could have used more jungle at background instead of setting them in front. Now there are tens of camp areas...

Offline Biggles

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Re: ctf_Laku
« Reply #8 on: December 11, 2008, 04:49:41 am »
I remember this map from your server Leo I played it like 2 years ago I think. the map Reminds me abit of Maya but its different mostly because its larger.

Offline chakapoko maker

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Re: ctf_Laku
« Reply #9 on: December 11, 2008, 06:24:37 am »
Upper route is kinda bare and I think there should be a bulge of ceiling. The bumpy road is good.

About the underwater, Soldat can't deal with water representation and it looks weird because they live in the bed. But damage poly is not a good solution too. On the visual aspect, it's no problem.

And the cave near the flag spawn is full of medikits and it will be so hard to kill EFC in there. Reduce the amount of medikit.

Offline Mr. America

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Re: ctf_Laku
« Reply #10 on: December 12, 2008, 03:28:49 pm »
@Suowarrior: I really like the visuals in the cave :P But someone else already mentioned that the bg is kinda weird. I guess I'll add sth blueish :)

@chakapoko maker: I'll reduce the medics.
Quote
Upper route is kinda bare and I think there should be a bulge of ceiling...

What do you mean? I don't understand the sentence. (English vocabulary/ understanding not enough [retard] )

Offline Blue-ninja

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Re: ctf_Laku
« Reply #11 on: December 13, 2008, 12:22:03 am »
Nevertheless, it is quite an atmospheric map. I have nothing to say about the gameplay that hasn't been said before.

I'm just here to say that what Mr. Poko meant was that the ceiling is too uniform in it's curve. That there should be a upside-down hill placed somewhere up there, perhaps to reduce spray and/or line of fire by snipers.

Just try making the bg color darker just-a-slight. ;)

Offline Mr. America

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Re: ctf_Laku
« Reply #12 on: December 13, 2008, 04:38:51 pm »
According to some comments, dropped here and in the German forums I ...:
- changed opacity of all vegetation scenery in front of player to 70%.
- added scenery in the caves so they don't look so bare.
- made a curve in the ceiling and added some stones (one said the ceiling was boring to look at... anyone a better idea what to add? no lianes pls >.<)
- Changed the bg with a blue fade.png to add the feeling of "height".

Pictures and temporary Download below.
The .pms-File has another name. This should only be downloaded by those who want to comment here and give advices. Be careful to delete the file once the actual map gets updated or do not ...

*just right now I'm realising that none of you will have metallholz_Stuhl+Tisch.bmp . I'll put it in the final rar. file but for now just don't think too much about it. It's just a modified version of the default chair&table scenery (007.bmp or sth.)
« Last Edit: December 13, 2008, 04:44:07 pm by Mr. America »

Offline rumpel

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Re: ctf_Laku
« Reply #13 on: December 13, 2008, 05:25:54 pm »
coool
banned.

Offline As de Espada

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Re: ctf_Laku
« Reply #14 on: December 13, 2008, 09:08:33 pm »
I would take too long to explain what I want to suggest, so I just made it...
look at the cave entrance

-edit
I was once told that scenery is lighter in terms of cpu processing than polys, so you should make that black borders with scenery
« Last Edit: December 13, 2008, 09:13:46 pm by As de Espada »
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me making a map on youtube: ctf_FastMade

Offline zakath

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Re: ctf_Laku
« Reply #15 on: December 15, 2008, 03:17:23 pm »
this map has some of the nices scenery work and some of the worst.
The Grass and the Jungle scenerys feel really natural, however the water and lights just feels out of place. if you don't want to use fx* lights try doing them with polygons like on this map water I  have no idea really for except using custom scenery.
For gameplay we tested it at #soldat.mapping with 3vs3 and it was clearly to few so can't really say are a bunch of polybugs here and there that you might wann fix though.

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