Author Topic: ctf_Segment - v2  (Read 3672 times)

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Offline Boxo

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ctf_Segment - v2
« on: July 30, 2007, 06:01:44 am »
« Last Edit: October 15, 2007, 07:52:43 am by Boxo »

Offline Wraithlike

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Re: ctf_Segment
« Reply #1 on: July 30, 2007, 10:00:15 am »
Visually it's quite nice, but I fear that it's open, nonlinear design, and it's abundance of routes will harm the gameplay. I'll have to play test it later though.

Offline BlueBerry Pie

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Re: ctf_Segment
« Reply #2 on: July 30, 2007, 10:12:44 am »
It's been quite some time since your last map Boxo.  Glad to see you're back on track.

It reminds me of ctf_Trek.  The layout seems to be good because I haven't seen any other maps similar to it.  The polygon shading and work is good as it usually is. ;) Also it has good scenery use and I really like it.  Overall, it's a great map and I can see it as an official one.
« Last Edit: July 30, 2007, 10:18:17 am by BlueBerry Pie »
BlueBerry Pie was here.

Offline Keron Cyst

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Re: ctf_Segment
« Reply #3 on: July 30, 2007, 10:13:13 am »
Oh I forgot about this. :P Sorry. I'll get to it now that it'll annoy me, seeing it in the forums whenever I load 'em now...

Offline Boxo

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Re: ctf_Segment
« Reply #4 on: July 30, 2007, 10:21:28 am »
It's been quite some time since your last map Boxo.  Glad to see you're back on track.

It reminds me of ctf_Trek.  The layout seems to be good because I haven't seen any other maps similar to it.  The polygon shading and work is good as it usually is. :)  Also it has good scenery use and I really like it.  Overall, it's a great map and I can see it as an official one.
thxthx, i mostly copied my old and new styles into a weird mix here, the visuals were made quickly and they're nothing new

Visually it's quite nice, but I fear that it's open, nonlinear design, and it's abundance of routes will harm the gameplay. I'll have to play test it later though.
it looks fragmented and nonlinear in the overview but that doesn't mean anything; there are just 3 primary routes with the larger than usual bases as separate structures... I didn't notice the above probs when playtesting

Oh I forgot about this. :P Sorry. I'll get to it now that it'll annoy me, seeing it in the forums whenever I load 'em now...
good good thanks, be sure to do this version and not the one I gave you earlier
« Last Edit: July 30, 2007, 10:23:41 am by Boxo »

Offline mrv

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Re: ctf_Segment
« Reply #5 on: July 30, 2007, 10:30:15 am »
OH YEAH!
Great map and nice bridge :)
Super layout. Gratz,Boxo :D

Offline Keron Cyst

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Re: ctf_Segment
« Reply #6 on: July 30, 2007, 10:59:42 am »
Yeah, I'll just start from scratch; I didn't accomplish much in Segment's beta version anyways, heh.

You know what? I think I'll use this map for my waypointing guide. It has a very diverse and convenient atmosphere (in terms of player movement) and would be excellent to restart the tutorial, which is too abrupt as it is (it assumes players already know how to waypoint). :P

I might as well post an objects-over' since that's what I'll be using in it:


It's too hard for a beginning map.

(textureless/sceneryless)
« Last Edit: July 30, 2007, 05:18:08 pm by Keron Cyst »

Offline Wraithlike

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Re: ctf_Segment
« Reply #7 on: July 30, 2007, 07:30:11 pm »

Visually it's quite nice, but I fear that it's open, nonlinear design, and it's abundance of routes will harm the gameplay. I'll have to play test it later though.
it looks fragmented and nonlinear in the overview but that doesn't mean anything; there are just 3 primary routes with the larger than usual bases as separate structures... I didn't notice the above probs when playtesting

Ok, looking at it again, the layout looks a lot more playable then I thought this morning. I'll dl and try sometime soon,. but I might wait until Keron wypts it.

Offline ~Niko~

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Re: ctf_Segment
« Reply #8 on: July 31, 2007, 10:09:46 am »
Is this a bug? Fill that area like the right zone (If it's a bug)

About the map the Nature-Tech mix is nice. Probably cap will be easy.

Offline who flung poo

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Re: ctf_Segment
« Reply #9 on: August 01, 2007, 02:56:07 pm »
very nice map, although i fear it may be to nonlinear, and nice to see you back in the mapping community boxo.

who flung poo
« Last Edit: August 01, 2007, 02:59:35 pm by who flung poo »
Realistic mode only baby. (;

Offline Keron Cyst

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Re: ctf_Segment
« Reply #10 on: August 09, 2007, 12:05:07 pm »
I don't think I'll waypoint this; I had an almost perfect version that only needed playtesting, but accidentally overwrote it with an original copy. :( That basically destroyed all my motivation for it... sorry

Offline MyiEye

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Re: ctf_Segment
« Reply #11 on: August 16, 2007, 02:20:25 pm »
The map is very open. Maybe connect the 2 centre green platforms to the nearby grey ones
"I gotta live like Jacob more holy less hip, by his grace Sho Baraka gone spit the real, been doing that Reach life before I got the deal, called to make mini-me's till the day that I die, so on my tombstone say, "he didn't die he multiplied"!"                                                  - Sho Baraka

Offline Keron Cyst

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Re: ctf_Segment
« Reply #12 on: October 13, 2007, 10:44:01 am »
Never mind (blast j00, Avarax!):

http://KeronCyst.fileave.com/ctf_Segment.PMS

El_Spec

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Re: ctf_Segment
« Reply #13 on: October 13, 2007, 06:07:15 pm »
Added to my archive.

Offline Blue-ninja

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Re: ctf_Segment
« Reply #14 on: October 13, 2007, 10:47:51 pm »
It's kinda strange to see that the grassy platforms are left floating while other grayish platform has some means of realism.

Offline Boxo

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Re: ctf_Segment - v2
« Reply #15 on: October 15, 2007, 08:00:42 am »
thx kyst, I updated the op.

I'm hearing complaints about it being too open but obviusly you're just judging from the overview screens. the different speed it takes to move through different routes/parts of the map counteract the openness; most of the battle is in the middle which is divided into 3 routes since the bases are quick to get out of, it's a new kind of design since the layout is defined as much by the ease of movement and speed in different parts of the map as their x-y position in it. I think everyone's hating on it without playing it or having played it very little which is a shame cause i gave the design some thought and i think it works.
« Last Edit: October 15, 2007, 08:04:40 am by Boxo »

Offline Suowarrior

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Re: ctf_Segment - v2
« Reply #16 on: October 15, 2007, 10:29:11 am »
Well I appreciate the speed that player can move on there. And I think it's giving something. But I also think its too open and huge. I see that this is very automatic weapon map. For example there's no hope attacking in bottom way (under the bridge) if there's a defender waiting attack with auto. Then I really can't stand the medikits at the top. They are too away and they'll pile up there, cos few are getting them from there. Tactically I like the top way: If there are defenders spawning in base the attacker should choose the top way, because he can go around onto top of flag and escape fast (cos he is already moving in escaping direction).

+ Look, poly colors are nice
+ The movement idea: top & middle design

- Too huge. There are space everywhere and the size is both too broad and too high
- Automatics roxs
- Bottom way is too easily defended
- Medikit placing
« Last Edit: October 15, 2007, 12:20:07 pm by Suowarrior »