Author Topic: ctf_Shartag--New flag throwing map by Drag(Not reserved anymore)  (Read 1457 times)

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Offline Dragstie

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ctf_Shartag

By Drag
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"in the first ancient days of humanity Shartag was full of life and freedom. Until... the day that changed everything...the menkind raised a great wall of steel and metals to prevent any water to come in contact with Shartag.... Beast's chopped down the trees and burned them to make steel weapons Shartag gone dry dead and raw... But.... the great wall of Shartag was forgotten and the water broke it down and took the huge chunks of steel and metal on its way to the weapon factories.. Everything was screaming in a ragefull pain... the earth the humans the animals the steel... EVERYTHING.... until all got lost. Shartag was forgotten and laid in waste of rutsy terrain... Until the day it once again was discovered-----" WzzP there haters and lovers.... ctf_Shartag is my newest map and my best if you ask me The theme is "Rusty Metal" and i used VTT's awesome texture to get it up to my expectations Ive made the map with flag throwing abilitys to make it fetch up in the newest "mappingmods" of soldat ive also placed alot of overlapping polygons to make the gameplay as smooth as possible... The chains is made of polygons (doesnt collide) and the "beams" is only player collides... (this is for flag throwing) i myself think that this is my best map ever made so please comment and critic


(^Click To Enlarge^)

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This map is hosted by jrgp's Soldat Mapping Showcase
« Last Edit: March 08, 2009, 02:58:17 pm by Dragstie »

Offline Kouleman

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Re: ctf_Shartag--New reversed flag throwing map by Drag
« Reply #1 on: March 08, 2009, 02:34:19 pm »
Ok and hi.
I tested your map a bit (only runned around there didn't have other players) I have some own intrests at reverse flag maps and I like to develop them so I shall poit thinks that I think should be difrent.
I do not know how much you have thinked abouth your desing before but one think I know for sure is that reverse flag maps are super hard to make.

Since think it a bit. You actually need to have the flag at opponent base while your own flag is returned. So the capping needs 2 thinks. Returned flag and flag carrier at opponent base. It is pretty hard to cap at map like hormone (it is lot of played and tested so I know that it is hard) Even when the map is REALY small and REALY simple.

So first think to do. make the capping easy as possible. otherwise it is just pure luck if there ever happens caps.
In your map there is allready 2 main routes. So it means team need split. It is likely flagger + some other guy to one route. And the last guy for one route. I woud use tactic where flagger goues to up with some other guy and 1 guy to low (since it is easier to attack from up it is better to have 2 guys there) so  the down guy would "defend" and kill the guys that retriet from strike from upside.

In my poit of view that "flag trow" option only helps defender. when the situation looks hopeless (and it looks hopeless only if both ways fail) they can allways toss the flag from the bridge to buy more time. So in the result there won't be likely caps.
http://i40.tinypic.com/218qb8.jpg

I have little improvement suggestion
http://i42.tinypic.com/2mg79dc.jpg
Do the middle part like it is at icebeam. Then the flag trow option would benefit the attacker (making the capping more easily)
Same time move spawns! My paint picture might not be too beatifull but I think you got the idea. and take the bridges away from the base. full it with land or let it be. (I am not sure whitch one would be more benefitting abouth making easy caps) in other hand it gives more change to run away. And in other hands it gives changes to attack from there too. But simply is usually effective so I think it should deleted. (But I am having fear that this will be too hard to cap still) But the flag trow option there would make possible the capping if just one guy survives to the flag area (when the flag is there) so someone would just toss the flag to him and vola! cap!.Hhmm Maybe you should make some kind of bunker to the old spawn area that solo survivor could live longer for possible cap.

There aint too many working reverse flag maps out there so it is nice to see that soemone else tryes too (well hormone works and bunch of copies from it but copies are just like the hormone so basicly there is only 1 working reverse flag map) Good luck with your future developping I am trying to think something too... This is just so hard.

Offline Dragstie

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Re: ctf_Shartag--New reversed flag throwing map by Drag
« Reply #2 on: March 08, 2009, 02:53:24 pm »
EDIT: changed map to normal style after testing with friends i found reserve sucked....

Offline Kouleman

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Re: ctf_Shartag--New flag throwing map by Drag(Not reserved anymore)
« Reply #3 on: March 08, 2009, 04:03:17 pm »
ooh well I know that reverse is alone realy realy hard to make. And combining it with flag trow sounds impossible. But it actually might not bee.
Anyway realy ambitious project to combine those 2 features.

But hey don't give up. You could always edit the map and trying to make it work smootly. Or just start from the clear board.

Offline Suowarrior

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Re: ctf_Shartag--New flag throwing map by Drag(Not reserved anymore)
« Reply #4 on: March 08, 2009, 04:52:31 pm »
Hehe at least no one could say you aren't trying :). Flag throw and reverse together sounds challenging.

When you are making reversed maps, the most important thing is to design flag place, so that when player takes flag, he can't hide anywhere immediately (for example one polyisland near the flag would ruin whole map already).

The big question is when you see enemy flagger is getting near the cap place, how can you prevent his chances capping without killing him? Such as hiding behind polyisland or throwing the flag away through opc or such.

In good reverse maps the answer is that there aren't these lame opportunities to ruin chances of capping.

Just btw, God loves your English Koule :D
« Last Edit: March 08, 2009, 04:57:36 pm by Suowarrior »

Offline Dragstie

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Re: ctf_Shartag--New flag throwing map by Drag(Not reserved anymore)
« Reply #5 on: March 09, 2009, 01:34:56 am »
Hehe at least no one could say you aren't trying :). Flag throw and reverse together sounds challenging.

When you are making reversed maps, the most important thing is to design flag place, so that when player takes flag, he can't hide anywhere immediately (for example one polyisland near the flag would ruin whole map already).

The big question is when you see enemy flagger is getting near the cap place, how can you prevent his chances capping without killing him? Such as hiding behind polyisland or throwing the flag away through opc or such.

In good reverse maps the answer is that there aren't these lame opportunities to ruin chances of capping.

Just btw, God loves your English Koule :D

yeah thanks for the tips:)

but i found this map very bad for Reversed because of the spawns... you would have a big chance to cap if team bravo spawns there all the time....

Offline Snipufin

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Re: ctf_Shartag--New flag throwing map by Drag(Not reserved anymore)
« Reply #6 on: March 09, 2009, 01:42:27 pm »
Wtf. 12 hour bump and yet this topic was on top of the list. Now I'm not commenting.
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Offline AntiHero

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Re: ctf_Shartag--New flag throwing map by Drag(Not reserved anymore)
« Reply #7 on: March 11, 2009, 08:20:42 pm »
Looks good dude :D
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