Author Topic: ctf_Kreidge 4  (Read 2039 times)

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Offline Blacksheepboy

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ctf_Kreidge 4
« on: January 10, 2010, 02:21:33 am »
It's been over a year since the last update. Was never quite happy with the design, so I'm making some changes.

old thread


waypoints edited accordingly
« Last Edit: January 10, 2010, 03:02:08 am by Blacksheepboy »

DarkCrusade

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Re: ctf_Kreidge 4
« Reply #1 on: January 10, 2010, 07:09:02 am »
Over than visuals this is a great map and I especially like the low route which is unmirrored but balanced. Good job. Alternatively you should work on the visuals. I am talking about the shading, the texture and the edges out of map.

Offline Horve

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Re: ctf_Kreidge 4
« Reply #2 on: January 10, 2010, 07:05:34 pm »
Stretch out spawn area, unjoin the bridge edges from the polygons, drill a tunnel in between both of the upper poly islands.

« Last Edit: January 10, 2010, 07:11:28 pm by Horve »

Offline Blacksheepboy

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Re: ctf_Kreidge 4
« Reply #3 on: January 11, 2010, 12:14:15 am »
Was hoping you'd comment.

Come to think of it, your point was clear a year and a half back. Well, this redundant map = nifty lessons [shrugs]

Offline Biggles

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Re: ctf_Kreidge 4
« Reply #4 on: January 11, 2010, 09:25:34 pm »
After fooling around with my pencil this is what ctf_Kreidge became :D:D, lately I haven't been interested of trying to find the issues in any layout really, rather get into the looks. You should finish this map.

Offline I EAT MUDKIPZ :]

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Re: ctf_Kreidge 4
« Reply #5 on: January 12, 2010, 12:39:51 am »
Lol Looking good...  :P
Banned.

Offline Blacksheepboy

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Re: ctf_Kreidge 4
« Reply #6 on: January 12, 2010, 08:49:51 pm »
-snip-

Thanks for the input and time, but there are maps that already fulfill this ideal design in your sketch.

Lol Looking good...  :P

Lol looks like spam... :P