Author Topic: map idea - direct and risky  (Read 3510 times)

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Offline As de Espada

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map idea - direct and risky
« on: August 19, 2009, 05:49:45 pm »
this map would have 2 routes:
a direct, risky one, and a safer, but a lot longer
the longer route would be the up one
yellow = OPC
what do you think?
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polywork version uploaded
weather: snow

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after long time, got back to this map

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« Last Edit: February 24, 2012, 01:37:12 am by As de Espada »
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Offline zakath

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Re: map idea - direct and risky
« Reply #1 on: August 19, 2009, 05:53:26 pm »
seems fun make the upper route easily boost able so you can use a m79 alt route player.

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Offline bhs

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Re: map idea - direct and risky
« Reply #2 on: August 20, 2009, 09:05:36 pm »
I like it, but maybe you should consider moving the flag spawns. There's really nothing stopping anyone from rushing full force everytime since the flag is pretty close.

Offline As de Espada

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Re: map idea - direct and risky
« Reply #3 on: August 21, 2009, 11:53:08 am »
ok, maybe I'll start the map this weekend
moved the flags a bit
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Offline jerich

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Re: map idea - direct and risky
« Reply #4 on: August 21, 2009, 12:18:11 pm »
Put the flag in the corners, and it will be kinda like an upside down Cobra with Ash flag spawns to escape boost top, except the low route will have much more time to beat them to the other flag spawn since it's an upwards curve top rather than Cobra's wide U shaped curve low.

« Last Edit: August 21, 2009, 12:19:49 pm by jerich »
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Offline Suowarrior

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Re: map idea - direct and risky
« Reply #5 on: August 21, 2009, 09:20:47 pm »
The idea is good and very potential. Agreed with jerich, with that layout flag should be placed easier for top, atm there's no reason to send one player top since the defend can't hold 2 on 3 on bottom.

With nicely designed bottleneck in bottom, you could make it so that 2 players can defend 3 attackers and you could keep the flag place as it is now.

Offline As de Espada

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Re: map idea - direct and risky
« Reply #6 on: August 30, 2009, 02:07:35 pm »
polywork version uploaded
weather: snow
will make a beta version soon
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Offline Suowarrior

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Re: map idea - direct and risky
« Reply #7 on: August 30, 2009, 10:01:25 pm »
Try make it smoothier to get into top route. Atm it's having damn painy movements... I'd lower the player spawn island to solve that.

Offline As de Espada

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Re: map idea - direct and risky
« Reply #8 on: February 24, 2012, 01:07:15 am »
found this project in an old folder. got back to work on it. I updated first post also, with a downloadable .pms

changes:
add: little island to help players go to upper route (it's ice, to avoid camping)
add: anti-spray in the spawn island

fix: polybugs were fixed by overlapping polygons

modify: lower route got a better ramp
modify: middle polys lowered a bit
modify: the front spawn is back to middle
modify: name is now ctf_RiskyD

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« Last Edit: February 24, 2012, 01:16:05 am by As de Espada »
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