Author Topic: INF Bay of no return  (Read 1611 times)

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Offline zakath

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INF Bay of no return
« on: April 25, 2009, 04:12:23 am »
Bay of no Return

By Zakath
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Made for the Soldat mapping league Infiltration Contest, It has been quite heavily tested at #soldat.mapping and should prove to be quite a hectic map where Alpha has a multitude of possible sneaky tactics at there disposal.


(^Click To Enlarge^)

Screenshots:



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This map is hosted by jrgp's Soldat Mapping Showcase

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DarkCrusade

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Re: INF Bay of no return
« Reply #1 on: April 25, 2009, 04:32:17 am »
I like the layout, but I would suggest to give those beamers more range and more opacity (the on top) then it would be better. Other things are very nice done, background and texture fit the theme you used there, maybe add a story to it since it looks like it could have a good one fitting the theme better than before

Very good work there

Offline Suowarrior

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Re: INF Bay of no return
« Reply #2 on: April 25, 2009, 04:47:47 am »
Yeah, it's cool map. Was testing this couple of times, after the gametest I see you've done some small changes there. The map is having good balance, probably it prefers attacker, when the attackers learn to attack (yeah its a good thing).

The most important this map represents fun and hectic infiltration, there aren't many inf maps with that kind.

Offline Biggles

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Re: INF Bay of no return
« Reply #3 on: April 25, 2009, 12:33:17 pm »
me likes! thumbs up! ;)

DarkCrusade

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Re: INF Bay of no return
« Reply #4 on: April 25, 2009, 01:05:50 pm »
We tested your map at #soldat.mapping and found that it was very nice ;) I noticed that when I am parachuting alpha I can easily throw a nade down through the opening at the platform and the nade goes through and hits eventually an enemy at the lower area. On the left side you used a fading scenery which does not connect to the blank ---> there is a orange col ;D Think about kit spawning to bravos dock: If they dont hit the submarine / collide a wrong way they go simply through the wood and into the sea. Nobody will reach this kits EVER ...

Has nice gameplay, I liked it a lot, even if the lower route to the top is lame without minigun (with mini it was nice moving) [pigtail]

Offline Blacksheepboy

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Re: INF Bay of no return
« Reply #5 on: April 25, 2009, 01:59:47 pm »
Wow, this map looks pretty rad.  Might I ask, what is the point of the topmost chamber in the base?

Yes, and I think the search lights could use a 'lengthening'

Offline zakath

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Re: INF Bay of no return
« Reply #6 on: April 25, 2009, 04:01:44 pm »
We tested your map at #soldat.mapping and found that it was very nice ;) I noticed that when I am parachuting alpha I can easily throw a nade down through the opening at the platform and the nade goes through and hits eventually an enemy at the lower area. On the left side you used a fading scenery which does not connect to the blank ---> there is a orange col ;D Think about kit spawning to bravos dock: If they dont hit the submarine / collide a wrong way they go simply through the wood and into the sea. Nobody will reach this kits EVER ...

Has nice gameplay, I liked it a lot, even if the lower route to the top is lame without minigun (with mini it was nice moving) [pigtail]

Didn't notice any orange colon but I overlapped them now so shouldn't happen, not so sure about which kit you are refering to so my guess its soldat bugging with the kit placement. think I solved the polybug that cause the nade going through the floor.

Wow, this map looks pretty rad.  Might I ask, what is the point of the topmost chamber in the base?

Yes, and I think the search lights could use a 'lengthening'

Its basically just another way in to make it more hectic.

#soldat.mapping - #soldat.inc - #soldatladder - #soldat.gather.nordic