Author Topic: ctf_Kampf2 - Remake  (Read 1192 times)

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Offline MaVeRiCk/PaT0!

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ctf_Kampf2 - Remake
« on: July 03, 2009, 11:08:09 pm »
Hi! That's a preview of my attempt to the contest. I've been working on it on the last 2 days, (trying to reinvent the wheel I guess... :P)

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Well, in fact, I don't like ctf_Kampf at all. It's very unbalanced but also hard to cap and is one of the ugliest official maps (MY point of view). So, I decided to take it for the contest, at least as a challenge for myself.



One of the good points I found on ctf_Kampf is that it doesn't have a big ammount of polys. It's a quite simple map. I don't care much about this, but in this case I found that would be more interesting if I tried working with a poly count between 130 (original kampf) and 150 polys.

I tried about two or three different layouts from this I'm presenting because I didn't want a map very different from the original Kampf. The idea for it's layout starts from the original Kampf's bases. In my map, both bases have a "similar" design to the original. I also tried to maintain the asymmetry, since it is one of the main aspects of ctf_Kampf's layout, which I found its existence imprescindible in a remake project.

Screens:






The main difference I guess is the flag placement, once that in the original Kampf flags are inside a close area. Now I putted them in the bottom of the map too but not so "inside the house" and They're also practically at the same height. I added those bouncy polys intending to make the EFC escaping a bit faster (almost the same idea I used on htf_star and ctf_rush2) and the gameplay more freaky than on original kampf.

Talking about its look, there's no theme behind it. I tried to make it quite defaultish but not boring at all, with some simple volumetry and texture stretching and nice sceneries... =D

Any comments, advices, suggestions etc plz post. If you would like to suggest a better name, it would be apreciated  ;D, since kampf2 has been already taken.

Beta Download:
http://tms.jrgp.org/?map=1260

Offline As de Espada

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Re: ctf_Kampf2 - Remake
« Reply #1 on: July 04, 2009, 12:25:51 am »
by the OV, I can say that upper route is unsafe for the flagger now, because of the 2 extra paths
maybe you could block them with OPC polys
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Offline Eagles_Arrows

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Re: ctf_Kampf2 - Remake
« Reply #2 on: July 04, 2009, 12:48:04 am »
Nice to see another Kampf remake being done.

The layout does resemble the original, more so than mine, but it doesn't look like it's been worked on for two days, to be frank. :P
The inclines near the flag may be too steep for escaping flaggers.  The rightmost tunnel to top seems pretty useless when there's that shorter one next to it.  Bouncing polys sound interesting, though.  But yeah, I'm not sure about this one.
« Last Edit: July 04, 2009, 12:52:15 am by Eagles_Arrows »

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Offline smiluu

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Re: ctf_Kampf2 - Remake
« Reply #3 on: July 04, 2009, 07:03:40 am »
I like the colors.
Feels like home <3

Those open parts in the top are kind of bad, like said It's alot harder to approach or escape the enemy base.

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Re: ctf_Kampf2 - Remake
« Reply #4 on: July 04, 2009, 07:08:07 am »
I would suggest that you get boosted out of the flaghole if you grab the flag / cap to make it a bit easier for the flagcarrier.