Author Topic: ctf_Pharmacology  (Read 2450 times)

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Offline smiluu

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ctf_Pharmacology
« on: April 03, 2009, 04:36:47 am »


Allright, another map

    Okay, another map I worked rly hard.
    Style is inspirated from Team fortress 2 and imagination
    is mostly from my head. Scenery ain't heavy and I did everything I could to have a nice layout.
   


Screenshots:








About the map

    An illegal pharmacology/toxicology organization hidden in depths of earth.
    Idea was to secretly research how to make a human stronger physically and mentally for the military-power purposes.
    In an environment of assumed nature and rotten water, tight place with a confirmed strong seal, which
    wont allow to go in or out.
    The organization tried to think everything beforehand, such as things like what are necessary for well-being and labour.
    Surprisingly and perhaps obviously the traces of slowly building insanity and self-destruction turns out.
    The critical necessity they forgot to take along was females.
   
    This is quite a big map, suited for 5-5 or more players.
    Bases of this map are really similiar to ctf_nuubia.
    Flag carrier can run a circle at the spawn/flag spot to avoid enemy touch just like in nuubia.

    All the action will mostly like collide in the middle part, where you can keep eye on the both paths.
    Crossing the middle part from all the defense and proceeding to enemy side gives a little feeling of relief.
    Once taking the flag, the easiest path to escape is obviously low. The middle spot is still considerably, but purposefully   
    risky.

Enjoy!
« Last Edit: April 03, 2009, 05:34:23 am by smiluu »

Offline Suowarrior

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Re: ctf_Pharmacology
« Reply #1 on: April 03, 2009, 07:34:19 am »
Cool looks, seeing a lot of effort there, shame my laptop sucks with transparent polys and scenery. Everything looks matching with the map.

Very well done large map. One simple thing that makes large maps more playable is that bases are lower than center area, that gives attacker better chance to steal the flag, since they got higher ground while attacking.

Another good thing is that spawns are top and flag in bottom, less jetting up, more dropping down.

Sometimes when mappers create large maps, some parts are useless and some polyislands are only messing the game. Here I don't see that useless stuff. Every polyisland is critically needed.

It's pretty slow to get on bottom route from spawns, that makes bottom route the main escape route. Those blue/red tunnels is nice idea.

Hopely there are still players playing this kinda maps.

Some possible issues are on my mind, but not sure yet to say them.

Going to add this for #soldat.mapping, I'll see if we can arrange 5on5 there.

Offline Dragstie

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Re: ctf_Pharmacology
« Reply #2 on: April 03, 2009, 10:37:32 am »
I LOVE THIS MAP!!!


this might be your best ever made...


i love how you made the polygon shadings and i also love the unique theme...

the sceneries looks cool and with some of the same style as in DH

the map is quite big but NO PROBLEM... i would suggest you to release this map at Leo's website....


awesome work    5/5

EDIT: i found that the shadings i thought was cool just was the texture xD
« Last Edit: April 03, 2009, 11:47:07 am by Dragstie »

Offline Ragnaros

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Re: ctf_Pharmacology
« Reply #3 on: April 03, 2009, 10:49:11 am »
HOLY CRAP, thats fantastic! 10/10, insta d/l :o

maybe this map should be added to 1.5 Soldat default map-list as TheSignOfQuality? seriously...

Just awesome.

DarkCrusade

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Re: ctf_Pharmacology
« Reply #4 on: April 03, 2009, 11:38:04 am »
I see there a REALLY AWESOME MAP ;D

I basically love the layout and the looks, but I have to ask, whether you could waypoint it :)

Offline smiluu

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Re: ctf_Pharmacology
« Reply #5 on: April 03, 2009, 11:54:15 am »
yeahayah yes but..
I suck dickcheese at waypointing.

DarkCrusade

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Re: ctf_Pharmacology
« Reply #6 on: April 03, 2009, 12:28:03 pm »
:( :( :(

Offline Dragstie

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Re: ctf_Pharmacology
« Reply #7 on: April 03, 2009, 12:53:56 pm »
Just tested the map and found that it is HUGE...

i think it is even too big for Leo's ctf...


it could be very cool if you made another smaller version of this map besides this one:)

Offline smiluu

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Re: ctf_Pharmacology
« Reply #8 on: April 03, 2009, 01:03:31 pm »
The reason is that you're just not used to big things?  ;)

Well, if I would make it smaller. That would require some work, since I made already sure
there ain't ANY bounce bugs in the map. (Atleast in the usual ecosystem)
And some polygons also might turn inconspicuous.
« Last Edit: April 03, 2009, 01:05:53 pm by smiluu »

Offline Dusty

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Re: ctf_Pharmacology
« Reply #9 on: April 03, 2009, 01:21:54 pm »
The reason is that you're just not used to big things?  ;)

Reason is probably that the map is just too big. : ))

Offline RatBoy

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Re: ctf_Pharmacology
« Reply #10 on: April 03, 2009, 01:42:01 pm »
I'm startled, looks really good. I shall give it a closer look =D

DarkCrusade

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Re: ctf_Pharmacology
« Reply #11 on: April 03, 2009, 11:42:52 pm »
You can make it smaller by just selecting all and using polyworks, then you can resize all :)
Good map for 10v10 ;D

Offline Suowarrior

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Re: ctf_Pharmacology
« Reply #12 on: April 03, 2009, 11:50:27 pm »
Maps are as big/small as they are. Resizing at polyworks is efficient tool at start when you try find right scale for your map. Not recommending at all, but that tool could be used for resizing map bigger, not resizing map smaller.

Offline smiluu

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Re: ctf_Pharmacology
« Reply #13 on: April 04, 2009, 02:09:02 am »
You can make it smaller by just selecting all and using polyworks, then you can resize all :)
Good map for 10v10 ;D

.... :D

If I make it smaller the polygons will turn smaller too ofcourse, and once that happens there will be new bounces around.
Some polygons might also connect each other and like I said some even disappears from sight. (for example the tiny ones)
« Last Edit: April 04, 2009, 02:10:59 am by smiluu »

Offline Dragstie

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Re: ctf_Pharmacology
« Reply #14 on: April 04, 2009, 03:06:32 am »
I actually just ment that you could delete some places/parts of maps to shorten off the length

Offline smiluu

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Re: ctf_Pharmacology
« Reply #15 on: April 04, 2009, 03:32:57 am »
I'll think about it.

Offline Kirin

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Re: ctf_Pharmacology
« Reply #16 on: June 20, 2009, 09:48:41 pm »
hey very nice map. do you have waypoints on it?

Offline Wraithlike

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Re: ctf_Pharmacology
« Reply #17 on: June 20, 2009, 10:17:11 pm »
Don't necropost. Locked.

And no, it doesn't have waypoints.
« Last Edit: June 20, 2009, 10:21:28 pm by Wraithlike »