Author Topic: htf_dustis  (Read 2161 times)

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Offline Monsteri

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htf_dustis
« on: January 29, 2011, 01:03:02 pm »
htf_dustis
By Monster
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Alrighty, first thing: Thanks to Blacksheepboy for great waypoints.  I made this to tdm map, but it fits better to HTF. It has quite different gameplay than mostly htf maps, needs tactics and good players to take out flagger who hides in bunker. I used mostly default sceneries, because I'd like to see this map attached to Soldat. -Who mapper wouldn' like it? Feel free to comment.


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Hosted by jrgp's Soldat Mapping Showcase.
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Offline Suowarrior

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Re: htf_dustis
« Reply #1 on: January 31, 2011, 08:58:34 am »
Looks:
Nice work on the bottom, it's easy to connect that you've done many trench war looks. Then when you see the top route, there the looks aren't even close to level of bottom.

Circle modeled polyislands don't look as interesting as more cornerous ones, in addition circle modeled polyislands can't be polybugfixed so it's worse in gamewize too.

Also now that you got roof/edges in your map, you could also make roof/edges good looking. Lazy/easy solution is to set black fade everywhere (not only bottom and half of the left edge like in this case).

The another more preferable solution is to work more with polygons and make them good looking at outside of playground too, check for example ctf_Steel, there's the outside is good looking with very simplistic polywork.

Not saying that this top looks bad, it's playable but boring.

HTF gameplay:
Alright map, I guess there are some tactical stuff at bases. The main issue I see is that once I get the flag, I'd go camp under that OPC (only player collide) poly and make it extremely annoying for attackers to try steal the flag.

Two things that I'd improve:
- delete the opc polygon, it's just harming the play
- set team spawns into other place than the best camping place for flagger
« Last Edit: January 31, 2011, 09:02:45 am by Suowarrior »

Offline Monsteri

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Re: htf_dustis
« Reply #2 on: January 31, 2011, 12:53:51 pm »
Thanks for your reply, really. I should yeah do something for those islands.. And it could be very interesting, if player spwans were on top. YeahYeah I got something called inspiration!
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Offline Blacksheepboy

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Re: htf_dustis
« Reply #3 on: February 04, 2011, 11:06:50 am »
According to Keron Cyst and whoever, spawns for HTF are recommended to be something like this... in the hexagon style (not oxagon, lol)

Offline Suowarrior

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Re: htf_dustis
« Reply #4 on: February 04, 2011, 11:25:51 am »
According to Keron Cyst and whoever, spawns for HTF are recommended to be something like this... in the hexagon style (not oxagon, lol)
That's just bullshit. There's no reason for such recommendation, spawns can be set randomly (like hexagon), 2/team placed or 1/team placed or what mapper imagines. Depends each mapper's own view, but everything can work at htf.

What you can say is that in random spawnplacement htf reminds more like dm and the less there are spawns its getting closer to ctf.

Offline Blacksheepboy

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Re: htf_dustis
« Reply #5 on: February 09, 2011, 05:50:58 pm »
Yeah, that's legit. Hexagon pattern works better in some maps, but team placement can be incredibly fun too.