Author Topic: ctf_Highlands by p0ppin fresh  (Read 1786 times)

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Offline p0ppin

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ctf_Highlands by p0ppin fresh
« on: March 14, 2009, 12:02:42 pm »
Hiya, this is my first map that I've posted on this forum, but I've been doing it for a good bit now.  Hope you enjoy this one :)

Waypointed: No (I'm kinda clueless about that :D)
Boost: 240
Players: around 6 to 8+
Scenery/Texture: Default


****This will be the final edit, until the map is tested in servers.****
« Last Edit: March 14, 2009, 08:14:33 pm by p0ppin »
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Offline Acheron|HnS

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Re: ctf_Highlands by p0ppin fresh
« Reply #1 on: March 14, 2009, 12:48:19 pm »
Hey, great map.

Everyone should know that p0ppin is not a new map macker. He's mapped many maps which we use at TMS Climb. His work is really top-notch, and everyone should give him a download. He's a very creative person.

Offline Ragnaros

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Re: ctf_Highlands by p0ppin fresh
« Reply #2 on: March 14, 2009, 12:49:49 pm »
default texture/scenery?! and such a good-looking map?

overview 5/5 (counting that everything is default-made)

EnEsCe, look at this! this wonderful map should be surely added to map-list of 1.5 Soldat!

by the way the map seems to be very balanced... insta d/l!

*edit* first map here? my congrats :D
« Last Edit: March 14, 2009, 12:51:45 pm by Ragnaros »

Offline p0ppin

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Re: ctf_Highlands by p0ppin fresh
« Reply #3 on: March 14, 2009, 12:53:14 pm »
Well, I'm 96% sure its all defaults - I had As De Espada tell me that moon_amazon "wasn't a default anymore", so I removed it.  I just hit the "defaults" button for scenery in polyworks and limited myself to those.  :P
« Last Edit: March 14, 2009, 01:02:08 pm by p0ppin »
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Offline Suowarrior

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Re: ctf_Highlands by p0ppin fresh
« Reply #4 on: March 14, 2009, 02:58:07 pm »
Okay I must agree, this isn't definately rookie map.

I see you have used same styles that are at used at some default maps, for example "supporting" polygons, also scenery usage is default looking. Reminds a bit of As De Espada's maps. There is always something to do, for example bridge at bottom doesn't fit too good in my view, since bridge doesn't have any effect on gameplay. Overall map looks nice.

About gameplay, nice to see you trying to make non-mirrored map, it's always respectable.

Good basic thing is that you got player spawns nearer center and flag spawns at edge of map. Basically it means that players have shorter route to travel to find some battle. Especially the spawns inside polyislands are good (in small tunnels), that makes spawnkill almost zero.

Every route is on use :). I see that bottom flagger would probably pick the bottom route, since enemies spawn at middle and top route.

The map is too big to my taste, it's probably very good at 4on4 or 5on5 but 3on3 might be too few for this map. Intense is one thing that is needed if map wants get popular at gathers and cws (3on3 games). For public servers this is probably wonderful map. Leo take this at your rotation, if you are still looking at these forums.

I'm sure we'll test this map at #soldat.mapping, if map doesn't work as good as I believe I come back into it.

You are welcomed at the forums :)
« Last Edit: March 14, 2009, 03:01:33 pm by Suowarrior »

Offline p0ppin

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Re: ctf_Highlands by p0ppin fresh
« Reply #5 on: March 14, 2009, 03:50:27 pm »
Thanks for your compliments and observations, I will definitely consider them all :) .  Might make the map a LITTLE smaller, as that would make it more playable for 3v3's, but I'm not exactly sure I'm going to go about it.

Maybe something like this..
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Offline Suowarrior

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Re: ctf_Highlands by p0ppin fresh
« Reply #6 on: March 14, 2009, 04:18:04 pm »
If you think shorten your map by force, it's good place to make it smaller at center (as in pic you show).

Usually I recommend to make maps as big as they get. The most stypid thing is aim at some exact time than you can run flag to flag (for example 10 seconds), some years ago when I started mapping I did that and I believe someone might do it at these days.

In short, if your map support your idea, don't make it any longer as it is.

Your map is classic styled, for the future, if you have checked the new default maps, they got a lot different gameplay. There are flag throw, reversed flags and very intense maps. Those new gamestyles are very popular at custom gathers (for example #soldat.gather), which is the best chance to get map popular.
« Last Edit: March 14, 2009, 04:27:45 pm by Suowarrior »

Offline p0ppin

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Re: ctf_Highlands by p0ppin fresh
« Reply #7 on: March 14, 2009, 04:21:19 pm »
Wasn't planning to make it bigger, I went in and shortened it a bit.

Heres a picture to compare the first version and 2nd version, I put ctf_Laos in for reference on size.


^^^^^Smaller version is now the one available up top ^^^^^
« Last Edit: March 14, 2009, 08:15:18 pm by p0ppin »
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Offline zakath

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Re: ctf_Highlands by p0ppin fresh
« Reply #8 on: March 18, 2009, 03:58:49 pm »
played the old version, so can't comment about the new one this one works ok but it suffers a bit like many of the large default maps do from the easiness to defend as flag is behind spawn. meaning there will be really hard to cap when you have two well drilled teams that are returning for every passing player.

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