Poll

New Poly Islands: What to do?

Get rid of 'em
8 (72.7%)
Make 'em smaller
1 (9.1%)
Just fix the nade problem
1 (9.1%)
Nothing
1 (9.1%)

Total Members Voted: 11

Author Topic: ctf_Mayapan  (Read 10844 times)

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Offline Suowarrior

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ctf_Mayapan
« on: November 22, 2009, 03:47:59 am »
I (As de Espada) made the map thinner (see image attached) and fixed the bridge.
Haste spotted other polybugs and I fixed them all.
The thinner version is attached (ctf_MayapanA)
Known Issues: waypoints were not updated

Old post:
Known Issues:
  • Sneaky boxes missing in bravo side
  • Bugsy bridge

Feel free to post new issues, and discuss the current ones.
« Last Edit: January 23, 2013, 09:56:08 pm by As de Espada »

Offline The Geologist

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Re: ctf_Mayapan
« Reply #1 on: November 22, 2009, 10:23:29 am »
A bit more detail in these reasons would be helpful.  Where, what, why. 

And there's only one bridge.  Maybe you disliked it in the original?  Explain a bit.

Edit: I think I see which boxes are missing.  Right near the bridge on Bravo?  I'll add a couple.

« Last Edit: November 22, 2009, 10:32:39 am by The Geologist »
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Offline Suowarrior

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Re: ctf_Mayapan
« Reply #2 on: November 22, 2009, 10:39:00 am »
I wish these changes into Mayapan.

http://i50.tinypic.com/v77d7c.png

Also bg should be changed, it's too much same colored as most polygons. I tried changing it a bit. Making it less colorful would be better.

Offline As de Espada

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Re: ctf_Mayapan
« Reply #3 on: November 22, 2009, 10:46:10 am »
I think that those tiny islands adds a tactical spice to the map
you can hold the enemy team's attention there while you are waiting for the rest of your team
it's someplace that you can cover from the respawning enemies spraying on you, and don't leave you directly to the flag, you have to make a little turn
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Offline The Geologist

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Re: ctf_Mayapan
« Reply #4 on: November 22, 2009, 10:50:36 am »
They were originally intended to make it a bit easier to get from back spawns to the top route. 

Is nadespam a problem, or just a possibility? 
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Offline Suowarrior

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Re: ctf_Mayapan
« Reply #5 on: November 22, 2009, 11:00:24 am »
I think that those tiny islands adds a tactical spice to the map
you can hold the enemy team's attention there while you are waiting for the rest of your team
it's someplace that you can cover from the respawning enemies spraying on you, and don't leave you directly to the flag, you have to make a little turn

Thought that too when I saw this map first time. I've played there 5-6 3on3 rounds and I haven't seen it used for that, the tunnel opening/ending is directed to spawns so that's pretty much about cover.

The thing I've seen it used is the stalemate situation (both teams got flag). That camp spot at top of polyisland is the place with the most cover. That's making enticement to nadeabuse again.

Offline The Geologist

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Re: ctf_Mayapan
« Reply #6 on: November 22, 2009, 11:02:49 am »
Can you, uh..draw some arrows on that picture representing common directions for this nade abuse?
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Offline Suowarrior

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Re: ctf_Mayapan
« Reply #7 on: November 22, 2009, 11:08:08 am »
Well it's just cos you can throw grenade through wall, cos polyisland is too thin.

http://i50.tinypic.com/o59nv8.png

Offline The Geologist

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Re: ctf_Mayapan
« Reply #8 on: November 22, 2009, 11:23:35 am »
Oh.  That's an easy fix.  On it.
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Offline jerich

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Re: ctf_Mayapan
« Reply #9 on: November 22, 2009, 11:38:30 am »
I think that those tiny islands adds a tactical spice to the map
you can hold the enemy team's attention there while you are waiting for the rest of your team
it's someplace that you can cover from the respawning enemies spraying on you, and don't leave you directly to the flag, you have to make a little turn

Thought that too when I saw this map first time. I've played there 5-6 3on3 rounds and I haven't seen it used for that, the tunnel opening/ending is directed to spawns so that's pretty much about cover.

The thing I've seen it used is the stalemate situation (both teams got flag). That camp spot at top of polyisland is the place with the most cover. That's making enticement to nadeabuse again.

I think I told him the same thing when Geologist was creating the map that the top island serves nothing more than a slow down in gameplay, causes a place for opponents to spawn kill and nade abuse. In addition, it causes flag stalemates with the flagger hiding there/circling around for cover until friendlies come in to aid him/her.

I like the remake alot, except for the 2 poly islands. Why Geologists insisted to keep it even after those issues were addressed...I'm sure he has his reasons.
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Offline As de Espada

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Re: ctf_Mayapan
« Reply #10 on: November 22, 2009, 12:03:47 pm »
ohhhhh the both flaggers situation is pretty critical :(
and about that tactical thing, yeah... it slows the gameplay too (and it's not working as SW said)

maybe they could be smaller...
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Offline The Geologist

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Re: ctf_Mayapan
« Reply #11 on: November 22, 2009, 01:07:58 pm »
I'm not particularly attached to the islands.  But one comment about them saying they could cause stalemate didn't give me any reason to remove them.

If I could add a poll for the islands, I would.  Removing them, or making them smaller to cut down on camping, or doing nothing.  Done.

Alright.  I'll put up a tester with no islands and update boxes.  What are the problems with the bridge?
« Last Edit: November 23, 2009, 02:20:06 pm by The Geologist »
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Offline Suowarrior

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Re: ctf_Mayapan
« Reply #12 on: November 23, 2009, 04:33:40 pm »
You have used damn many polys to build up that bridge. More polys more it bugs.

Your version: http://i47.tinypic.com/11bj2f9.png

Mine: http://i45.tinypic.com/a0jo5k.png

Just bridge fixed version: http://suowarrior.fileave.com/ctf_Mayapan2.PMS

Offline The Geologist

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Re: ctf_Mayapan
« Reply #13 on: November 24, 2009, 01:06:46 am »
Thanks?  Could have just said too many polys.  I'll grab that version and edit.
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Offline zakath

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Re: ctf_Mayapan
« Reply #14 on: November 24, 2009, 04:57:03 am »
You have used damn many polys to build up that bridge. More polys more it bugs.

Your version: http://i47.tinypic.com/11bj2f9.png

Mine: http://i45.tinypic.com/a0jo5k.png

Just bridge fixed version: http://suowarrior.fileave.com/ctf_Mayapan2.PMS
Thanks?  Could have just said too many polys.  I'll grab that version and edit.

I think the bridge is still to thin as a thumb rules I never make a bridge thinner then 4 grid units to prevent bouncy polys.

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Offline Suowarrior

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Re: ctf_Mayapan
« Reply #15 on: November 24, 2009, 06:58:00 am »
Yeah, I got no need to be rude. Sometimes it happens to be more easier to just do it than explain what to do, and I made it a bit thicker yes.

Too broad bridges got bad things too, they are in many cases more awkward. Compare new and old b2b, you are alpha player under alpha (left) bridge and bravo players steals the flag and escapes top. It's easier to kill him from low in old b2b since you get nearer the bridge.

In this case too broad bridge could cause negative thing for smoothness of map (getting from bottom to middle route), since you need to round the bridge farer.

Offline As de Espada

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Re: ctf_Mayapan
« Reply #16 on: January 23, 2013, 09:52:16 pm »
I made the map thinner and fixed the bridge.
Haste spotted other polybugs and I fixed them all.
Files are in the first post
Known Issues: waypoints were not updated
« Last Edit: January 23, 2013, 09:56:24 pm by As de Espada »
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