Author Topic: ctf_HotBeam  (Read 1491 times)

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Offline Suowarrior

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ctf_HotBeam
« on: March 05, 2009, 03:32:46 pm »
No maps by me lately, here you have relative for IceBeam with only default scenery. Specialty in this flag throw map is abyss in center, where player could defend/shoot/pass the flag.

No waypoints, someone should teach bot to throw flag :S



Download: http://suowarrior.fileave.com/ctf_HotBeam.PMS
« Last Edit: March 05, 2009, 03:35:38 pm by Suowarrior »

Offline kvachu

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Re: ctf_HotBeam
« Reply #1 on: March 05, 2009, 06:44:29 pm »
I want this in 1.5 !

Offline scarface09

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Re: ctf_HotBeam
« Reply #2 on: March 05, 2009, 08:16:36 pm »
yeah, this seems better than icebeam...
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Offline Dragstie

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Re: ctf_HotBeam
« Reply #3 on: March 06, 2009, 01:08:35 am »
This is totally awesomeness:) i especially like the layout with the brown circle going almost all around the map

DarkCrusade

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Re: ctf_HotBeam
« Reply #4 on: March 06, 2009, 01:43:30 pm »
:) it seems to be much cooler than icebeam which I didnt like that much :)

F12 for 1.5, but just if you do the waypoints [pigtail]

Offline smiluu

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Re: ctf_HotBeam
« Reply #5 on: March 06, 2009, 05:17:09 pm »
Gameplay seems really fast-going. Distance between flags is not too big.
You can run really fast flag to flag, but theres always gonna be a defend impact in the middle. If not, the score is over for
them who hates shortcuts. Mostly like everything in up and low is useless, unless ofcourse theres a case when both flags are gone and the cat hunt begins, and the speedcore game will turn to stressful waste of time, because theres so many places you can freely fling yourself.

"Appreciate the layout, the look is just a bonus." - Quoted from the devil himself.
Theres alot holes in the gameplay design. Layout and look is great as folks above said.
Sceneries are pretty much invisible in action which is normal and texture seems pretty pleasant. 3/5
« Last Edit: March 06, 2009, 05:20:49 pm by smiluu »

Offline Suowarrior

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Re: ctf_HotBeam
« Reply #6 on: March 06, 2009, 06:19:45 pm »
This one was made pretty fast, and wasn't very interested to make fancy looks, to me map looks very basic. Just set some things that it doesn't look too boring.

You can run really fast flag to flag, but theres always gonna be a defend impact in the middle. If not, the score is over for
them who hates shortcuts.
Players tend to round the spawns area, especially when area is stiffy. Think about ctf_Ash, would you attack the building when you know enemy is there waiting for you? No, first you go roof and then behind the building.

low is useless
Where would you escape with flag? Would you take the shortcut? The bottom is the fastest & the most safety route. If you decide to throw flag, it still gets easily to bottom.

When you are attacking, the top and middle route might be blocked, cos enemies spawn all the time there, it might be wise to take bottom route. Before you are at bottom, at abyss you can try shoot the flag bottom (where it rolls easily), and pick flag fast.

Theres alot holes in the gameplay design.
No holes, no fun, ctf_Steel is perfect gameplay, but ctf_Ash and ctf_Nuubia are more fun/popular. Anyway ty's for your comment, at some points you might be right. It's playtest that shows us.

The new default maps are decided already. No need to discuss about that.
« Last Edit: March 07, 2009, 02:15:21 am by Suowarrior »

Offline smiluu

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Re: ctf_HotBeam
« Reply #7 on: March 07, 2009, 05:10:38 am »
Think about ctf_Ash, would you attack the building when you know enemy is there waiting for you? No, first you go roof and then behind the building.
Yes, but in ash you don't need to rush straight to the buildings, because flags are behind the spawns and not too close each other.
low is useless
If you go to low flag is defendless, but then low ofcourse can be used as safety zone.
Well, this claim is contradictory. Let's not argue about that.


Offline zakath

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Re: ctf_HotBeam
« Reply #8 on: March 07, 2009, 09:49:34 am »
We tested this at #soldat.mapping and its pure fun although a bit stiffy

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