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Soldat Maps & Mapmaking
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ctf_Rennos (Roundo2)
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Topic: ctf_Rennos (Roundo2) (Read 1707 times)
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Eagles_Arrows
Veteran
Posts: 1889
The Thread Killer
ctf_Rennos (Roundo2)
«
on:
August 03, 2008, 07:45:55 pm »
This is my next map, currently a work in progress. Right now I'm a bit skeptical on how well it will play and flow. If you have any suggestions on improving the layout, please post them and I will look at them.
NOTE: Those blue polys are set to DC.
EDIT: Version2:
Still a WIP. Not doing any more scenery work til I'm through with the layout. Hopefully, we'll get this playtested down at #soldat.mapping
EDIT2: Version3:
Map is nearing completion. Renamed Rennos. Uploaded at #soldat.mapping. Scenery not displayed; just the layout in all its nakedness. I will finish this after it's playtested.
«
Last Edit: December 30, 2008, 06:49:06 pm by Eagles_Arrows
»
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mar77a
Global Moderator
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Posts: 1295
mad
Re: ctf_Roundo2
«
Reply #1 on:
August 03, 2008, 08:50:03 pm »
looks pretty interesting, download? i wanna test the loops :p
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SCTFL
SNAG
ASD comics
Eagles_Arrows
Veteran
Posts: 1889
The Thread Killer
Re: ctf_Roundo2
«
Reply #2 on:
August 03, 2008, 08:58:16 pm »
Sure thing, file attached to first post.
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mar77a
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Posts: 1295
mad
Re: ctf_Roundo2
«
Reply #3 on:
August 03, 2008, 10:01:31 pm »
ye as expected, this map is super fluid... could be lots of fun if it had more of a ...fighting hall
my suggestion would be making the mid circle much bigger (a screen's size) and rectangular, modifying the middle platforms too
something like this
EDIT: Oh and watchout for the spray in the spawns, check out the bigger bases i draw too
those are a lot of ideas so ...
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SCTFL
SNAG
ASD comics
Suowarrior
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Posts: 1060
There will be time when I create maps again.
Re: ctf_Roundo2
«
Reply #4 on:
August 04, 2008, 08:35:07 am »
I like the map as the way it is. I ran alone about 10 minutes there just because it was fun. I think that mar77a's center is useless staff which map doesn't really need. I think u need to be careful when u place medics, I think it would be wise if only medics are at top route. That's a way how u can bring top route more in game, the map is so small that other ways don't really need medic. You could stop spraying at spawns more as mar77a said.
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Eagles_Arrows
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Posts: 1889
The Thread Killer
Re: ctf_Roundo2
«
Reply #5 on:
October 06, 2008, 11:58:58 pm »
Updated.
Will change map name to something else.
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Wraithlike
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Posts: 1349
The Ichthyologist
Re: ctf_Roundo2
«
Reply #6 on:
October 07, 2008, 12:06:05 am »
The middle looks like a penis shooting a fireball.
That aside, as long as you make sure the routes flow well, it should play very nicely. You might want to do a little to make the pred spawn areas a tad more accessable, and useful for something other then escaping spawn campers.
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Eagles_Arrows
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Posts: 1889
The Thread Killer
Re: ctf_Roundo2
«
Reply #7 on:
October 07, 2008, 12:18:23 am »
I was expecting somebody to point that out.
Anyway, preds are fine where they are imo, they have a long time span so they need to be that far away in the ends.
And as long as you know how to control your movements, this map will flow really well for you.
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"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals
Wraithlike
Global Moderator
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Posts: 1349
The Ichthyologist
Re: ctf_Roundo2
«
Reply #8 on:
October 07, 2008, 12:23:42 am »
Ok, I wasn't saying it would be bad, I was just expressing a concern, because it could really hurt gameplay.
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Eagles_Arrows
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Posts: 1889
The Thread Killer
Re: ctf_Roundo2
«
Reply #9 on:
October 07, 2008, 12:34:47 am »
What, the preds? I don't think they'll hurt the gameplay. Besides, who in the world still uses bonuses, competitively speaking? I know it's a trite argument, but it's true.
Off to bed.
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"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals
Wraithlike
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Posts: 1349
The Ichthyologist
Re: ctf_Roundo2
«
Reply #10 on:
October 07, 2008, 01:05:45 am »
I actually meant the flow of the routes. And my concern wasn't aimed at teh location of the preds, thats irrellevant. My concern regarding that is that it will be difficult to use and migh end up mare a bastion for spawn campers.
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Eagles_Arrows
Veteran
Posts: 1889
The Thread Killer
Re: ctf_Roundo2
«
Reply #11 on:
October 07, 2008, 03:12:53 pm »
Well, perhaps you should give the map a run and see for yourself if the routes flow.
«
Last Edit: October 07, 2008, 03:16:37 pm by Eagles_Arrows
»
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Suowarrior
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Posts: 1060
There will be time when I create maps again.
Re: ctf_Roundo2
«
Reply #12 on:
October 07, 2008, 04:13:03 pm »
I added this version to maptest server. The fixes were great, the major thing was spawnkill which is now minimal. My major consern goes at flagplaces, they might go too low, but that's easily fixed and we'll be much wizer after playtest.
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Eagles_Arrows
Veteran
Posts: 1889
The Thread Killer
Re: ctf_Rennos (Roundo2)
«
Reply #13 on:
December 30, 2008, 06:51:25 pm »
Goddamnit.
After neglecting this for nearly three months, I finally decided to continue working on it.
Check original post for more info.
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"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals
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Official Soldat Forums
Soldat Maps & Mapmaking
Mapping Ideas / General Discussions
(Moderators:
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As de Espada
,
Suowarrior
)
ctf_Rennos (Roundo2)