Author Topic: My Map Blog  (Read 5057 times)

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El_Spec

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My Map Blog
« on: October 31, 2007, 07:41:06 pm »
Pretty much a The Lounge thread but for my maps and my map making talk.  I'll basically just post my thoughts of my current maps and have discussions if they should be created or not.

As of now, from a previous thread from my old account that was locked, I'm out of retirement and back in action.  I'm currently already making a map that I think is my best work so far, based on the polygon shading and texture stretching.  It just looks great.  But I still need to work on it some more.  Its empty and doesn't have any scenery or waypoints.

I'll be mapping a lot, but won't be occasionally releasing them because of my life schedule.  School has really dragged my into it's thrusts.  But I'll open PolyWorks if I can reserve so much as an hour.  I try to buy the most time I can get.  Its my new hobby.

From several ideas and thoughts pressed down on paper, I have layouts and concepts for these following maps.  I expect them all to be finished and released within this year and the following one.

htf_KillZone - Remake from my original with less black shading and much better visuals.

htf_Overview - I'm wanting to make this map in while.  I'll just to post some layout for it to see if it is worthy to make.

ctf_Blizzard - Soap's old map from the old forums.  I finished this a while back.  You can find on the second page of the CTF/INF board.

ctf_ShellShock - Another one of Soap's old map.  Nearly complete, just need some waypoints.

inf_Airborne - Last of one of Soap's unfinished maps.  Literally scrap pile, but I'll see what I can for it.

ctf_Frost - A very severe winter themed map like rainrider's ctf_Frozen.  I'm not as of a layout, but I'm still thinking for one.

htf_Celluar - I thought of this one when I was vacation back in the summer.  It'll be large and great.

htf_Stonehedge - Probably the hardest map and the best one I'll ever map.  It'll be very tactical and very damn nice.

htf_Volx - I've a idea once to create the largest Soldat map ever construsted.  I'm thinking along the lines of something like 40 screens wide and 10 screens high.  If it isn't possible to create because of the polygon count, at least it'll be great to look at. ;D

Trout - Current map I'm making.  Swamp-themed and quite small.  Great layout and visuals though.  Look forward to it.

I'll be posting a lot more later.  My hand is cramping.

Layouts are on paper, but not on Paint.  I'll have to sketch them at a later time.

Offline Blacksheepboy

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Re: My Map Blog
« Reply #1 on: November 01, 2007, 12:12:40 am »
Wow, a nice way to organize your mapping aspirations. I don't do this type of stuff because only one of these maps would ever get finished. The rest would be half crap stuff that I'd work on, then dislike. I do have one out of my bunch that I intend to finish. It's a city type one that I plan to do for someone, but that's a project using another person's sketches and ideas, as well as mine mixed into it. Yeah...So that's different.

Since this thread seems to be all about you: How do you make your maps? Do you find that it's easier to sketch ideas down first, or do you just start placing polygons down from scattered ideas in your head? Maybe you base maps off of inspiring scenery that you've either made or seen around? When it comes to making the map, do you tend to add in scenery as you progress in the placement of polygons, or do you finish the polygon structures first?

Yeah, lotsa questions but this thread is about you, and I'm curious to know how you come about to creating your maps. It might give other people ideas and how to start, and starting always seems to be the hardest task, the next hardest being to finish, scenery and all. Hope you answer at least most of them, but whether you do or not is up to you.

One more question. Do you often find youself focusing more on making the map look good, or making it play well? Does it just differ between each map? I often find myself going back and forth between the two, sometimes focusing on the scenery detail, other times not really caring about scenery detail and focusing more on polygon structure. Sometimes I do neither. In the older maps, I for some reason, had pretty decent polygon structure, but that's all a matter of oppinion. I find myself improving and making maps more like default, but yet still my own style.

As I progress, I sometimes think that I've reached a mapmaking high only to realize that the maps really just suck or lack in playability. Each person has their map making highs and lows. I find it pretty sad actually. Thinking about it...I could make some awesome maps/stories based off of my dreams...Random but you ought to try it.

Good luck with this.

El_Spec

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Re: My Map Blog
« Reply #2 on: November 06, 2007, 09:24:38 pm »
I always try to sketch down an idea first on paper or by using PolyWorks sketch tool.  From past experiences, opening a map tool and just making a map usually doesn't turn out so great.  At least for me, other people can just go with it.

Some of my maps, like the ones above were either inspired from another map I've seen or were something that just came to me when I was in my thinking zone.  Like htf_Stump, which I a map that I'll post here later was inspired by rainrider's htf_Sumpf.  Htf_Overview was done by The Geologist's htf_Muck.  Now, for htf_Stonehedge, that was based off of a Windows wallpaper background.  After looking at the picture for several minutes, I came up with an idea, wouldn't that map a great Hold the Flag map.  Laid down some ideas and it was done.  I have it planned out, but am just in the state of making it.

I always make my maps in a specific order.  I place all of the polygons down first.  Enhance them by using shading and texture stretching.  After I'm satisfied with what I've done with it, I go on to place scenery.  If some of the scenery doesn't fit with the map, I'll go back and change the polygon structure again until they both are perfect.  I then go on to add spawn points.  After they are all placed down, I go and waypoint it.  Not all of my maps will be waypointed though.  If I'm unable to waypoint it properly because of the size or the layout, I'll either ask someone else to do it for me or just leave it.

I also tend to test my maps a lot.  After placing polygons, I close PolyWorks and load Soldat.  I test my map for several rounds with bots.  If the game-play tends to be good with the layout, I'll continue to finish the map.  If the map has some problems like spray-routes or polygon bugs, I'll go and fix them.  If the game-play is just terrible in terms of the layout, I'll either scrap the map completely.  But if I like the map so much to not scrap it, I'll try to heavily tweak it as much as I can without losing the original concept.

Based on mapping these days, mappers earn respect by making maps that only have looks and not game-play.  I tend to sway away from that as much as possible.  I'll still try to make the map very appealing but also with hurting the layout and the game-play.  I always make betas of my maps and always test them to see what I need to improve on.

I'd like to think of myself as a default style map maker but with a small touch of Boxo's and The Geologist's style.  I find that combining skill and studying other mapper's work will improve your skills and possibly make you better than them.  You learn from their mistakes and learn how to make better with what they have done.

Also, I never scrap maps that I plan to make.  I always plan it out.  Before I confirm myself that I'll actually create it, I review it over several more times to see if it is great and is worthy to make.  All of the maps above, I'll create.  There's times when I come with an idea, but find it scrap and just toss it out.  If I ever lose inspiration to a map that I'm creating, I'll add it to the Map Scrapyard.  To let someone else finish it for me if they wish to.

School is off today because teachers are taking a day to finalize our grades and submit them to report cards.  I managed to make 3.4 GPA.  My goal was for 3.5, I'll have to work harder next quarter then.

Since there is no school today and I have the whole day to myself, I plan to finish Trout.  The only thing that prevents me from finishing it is my mapping speed.  I probably won't have a chance to finish and release it here.  I'll do the mos that I can.

Also from a sketch of Keron's, I plan to use for htf_Stump.  I already had the ideas though out from just looking at it.  Have to postpone it though.  I want to finish Trout first.

Date Posted: November 01, 2007, 09:23:43 am
Although I know it is early to comment on 1.4.3, I just have a feeling that this version will not be much of a success as everyone had thought 1.4 would've been.  After seeing some of the new features such as the headshot, it just makes me think that Soldat is just getting for the worse and not for the better.  But I can at least still help out with the maps.

After now that I know that the 1.4.3 public beta will be released very shortly, I need to compile my map report thread for Demonic.  But I also will be packing a suprise for many people.  Only Keron Cyst and Demonic know of it so far.  I tend to keep it that way for now.

As for my maps, I found out my mapping weakness.  I tend to be quite good with polygon work in maps, but not in scenery.  Its hard for me to decide what to do with it and how I can do it.  Which is why Trout still doesn't have any scenery. 

I'm now deciding until when I find out how to do scenery effectively, I'll finish Trout.  For now, I'll start to create my other maps.  I think I'll begin htf_Overview.  I've been wanting to make this map for a while now.

If anyone wants to comment on what I have done with Trout so far and wants to give criticism, feel free.


Offline Blacksheepboy

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Re: My Map Blog
« Reply #3 on: November 09, 2007, 12:40:19 pm »
Phew, that was quite the mouthful to read, but I liked some of the stuff I read.

In the occurence of events, when I map it usually tends to be: Place the polygons down, place spawns and waypoints, then test to see if the polygonal layout is any good. That's usually phase one. Phase two is when I decide whether or not it requires editing with not only the polygon layout, but the spawns and waypoints as well. Also phase two is when I decide what the final mode the is to be in (ctf, dm etc). Then when all that is done, and phase two usually takes a while, next comes phase three. This is usually the last phase, but there is sometimes a phase four. Phase three is where I add scenery, shading, and accessory spawns (grenades, medikits). Whether or not I'm satisfied with the work, the map goes into phase four. That is the re-editing and any extra changes to waypointing, polygons etc.

I'd have to say that, as you do, I also test the map a lot, with bots and spawns...it goes on. Sometimes, I'll randomly change the gamemode if I see that another fits the map better. Well, I could talk about myself in your thread all day, so I'll stop here.

I like your coloring in Trout so far. Um, so far the map looks pretty good. I can't say much by the overview because I still don't understand all of the concepts of a deathmatch map, and gameplayable issues. You could really get pinned in if you were in that almost-circle thing between the other floating islands, which isn't a bad thing. The bottom route leading from the rightish to the middle looks rather open, and so does the top left upper route leading above the islands. Depends on how big the map is though. If it was of a somewhat smaller size, it wouldn't bother me. Actually, I just noticed the zoom %, and I'd have to say that it doesn't look too bad.

Well, good luck.

El_Spec

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Re: My Map Blog
« Reply #4 on: November 10, 2007, 01:12:13 pm »
It is a small map.  It's just zoomed out to show the overview.  It actually doesn't have much problems like sharp corners or spraying.  Only the top route really shows much of a problem to spraying.  But based on how long that upper route is, which really is only two screens long, I think that's just fine.  It is hard to notice the details because of the zoom, but this map has a lot of texture stretching and in-depth shading.  Hard to believe.

I'm actually going to have to postpone this map for a while.  I'm eager to create one that I came up with during lunch.  Called "htf_Plateau" and it is extremely tactical and fast-paced.  Default style and something along the lines of Keron Cyst's htf_Zajacz.  Similar in theme, but different.  I'll be able to create it in probably several hours.

Also, this thread is open to anyone.  You can discuss anything related to maps and mapping.


Date Posted: November 09, 2007, 03:01:36 pm
I guess I'll have to postpone htf_Plateau for a while too.  This morning, I discovered a new method of map making.  I call it "Map Scrap".  Basically what it is is that you quickly make maps without trying to perfect it.  I managed to make one this morning in about 15-20 minutes.  Doesn't look bad all together, but it definitely needs more revision.  Its called "Skelp" and I probably will release it here, depending on responses to download it.  I can already tell that this new method won't nearly be as popular like Trenchwars or default style mapping.

Last night I fiddled around with Polyworks and made an interesting design.  Its mainly just shapes.  It was supposed to be a lighting and shading test.  But since it turned out quite good and I had some ideas with what I can with, I decided to make a map out of it.  Hold the Flag looks most suitable for it.  But it still needs a lot of work before I can actually even classify it as a map.  As of now, its just scrap pile.

The first overview is Skelp.  The second is the interesting design I've come to know as "Sketch".  Criticism and comments are welcome.




Offline Blacksheepboy

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Re: My Map Blog
« Reply #5 on: November 10, 2007, 02:15:14 pm »
Haha, yeah I do random tests sometimes too. I like the design of Skelp. Kinda open, but I like the bridges and what-not. Coloring looks pretty good too. Are you adding any more to it, as in layout or anything? If it didn't have the bridges, I wouldn't really like it...it would've been too plain, but with the bridges, they make for decent bounderies. Not much of a critique, but whatever.

I used this tecnique when making dm_Watery Caverns and if you want to see how it turn out, it's in my signature. It wasn't much of a success although people still download it. Looks alright, although the background should be a different color. It's got decent waypoints, and I guess that helps game-playability. After that map, I stopped using that tecnique and now I try to first sketch out my maps and make more well planned maps. So far, I'm doing alright (I think).

I'm assuming that that Sketch map of yours isn't an actual map. The experimental colorings look alright. It's kind of fun to test stuff sometimes. I've got several teleporter tests, a tower map test, stealth tests etc. I think I've only really used the stealth test results in one map. It was pretty decent. That tower map test, I ended up trying to base off of a Halo map. Didn't really work too well, so I left it alone.

El_Spec

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Re: My Map Blog
« Reply #6 on: November 11, 2007, 06:05:34 pm »
I might do some adjustments to Skelp, depending on what you suggest do.  As of now, I think it is really bland, but not bad for a map made in 20 minutes.

dm_Watery_Caverns is quite good actually.  It could go for a better multi-texture because that rock texture really doesn't match with the sand.  Looks decent though, I'll give it a try later on if I get the chance.

I might just release the Sketch map with spawn points.  I'm not really going to do anything in particular with it as of now. 



Offline Blacksheepboy

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Re: My Map Blog
« Reply #7 on: November 11, 2007, 08:55:40 pm »
I'm sorry but I'm fresh out of ideas on what should change on Skelp :-\. It seems like the bottom leftish area and the top left areas look rather plain. On the top left area of the map, maybe you could add some sort of formation lagging down a bit to help with spray coming from the upper regions of the map. That is really my only suggestion so far. Maybe, in some way, make the left side a little more full of something. It seems empty and plain.

Throughout your maps, you seem to have a good sense on texture stretching, and how to do it right. I only do it occasionally when need demands it. Otherwise, I mostly just leave it alone.

Edit:

Alright, I hate my red-line drawings but I tried to be as random as you were when you created the map, just kind of letting the line draw itself... Yeah. Well, here's what my hand came up with.

El_Spec

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Re: My Map Blog
« Reply #8 on: November 12, 2007, 02:58:13 pm »
I agree that the top path is empty is susceptible to spraying.  I'll consider that top part of your sketch and add it to Skelp.  I want this map to be open, but also not too crowded.  I'll change the map at a later time.

Offline Blacksheepboy

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Re: My Map Blog
« Reply #9 on: November 13, 2007, 11:27:08 pm »
Yeah, I like the general open feeling to it too. It's just a bit too open ;).

Would you have any advice on how to go about making a ctf zombie sort of map? I made this one map ages ago, and haven't touched it since. It was only partially finished. I'll send you a link if you want. I just wanted to know if you might have any general advice :).

Offline Wraithlike

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Re: My Map Blog
« Reply #10 on: November 14, 2007, 01:34:37 am »
See comments on map.

El_Spec

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Re: My Map Blog
« Reply #11 on: November 30, 2007, 04:31:40 pm »
I've played many Zombie games to know how the map should be structured.  Send me a link and I'll check it out.

I'm just going to release Skelp and you can modify it however you wish to.  I like the ideas and suggestions you gave it Wraithlike.  But I won't be able to add it to the map.

Date Posted: November 18, 2007, 06:18:03 pm
I recently have made my lastest map ctf_law_Joult.  This map was for plasticpie for his Law Catch server.  I used my newest mapping technique "Map Scrap".  I've discovered that this new technique is extremely useful and quick.  This is what I really need.  However, the downside of this technique is that your maps will most likely lose some detail if this is used, but the map quality should always turn out default.  For now on, this may be the only mapping technique that I'll use from now on.  I will from time to time make a highly detailed map, but it'll be rare.

For my other map ideas that as of now that are collecting dust will be created some day, but not for now.  Some of them I may have to even postpone it to the Summer time.  It'll be a a long time from now, but will be worth the wait.  I'll be pumping maps like crazy from that time.  For now, I'll only be able to release a few every several months.

I'm not a dead mapper.  My personal text still implies to me.  ;)

Offline Blacksheepboy

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Re: My Map Blog
« Reply #12 on: December 01, 2007, 04:49:38 pm »
When I use the "Map Scrap" idea, this is what I make:


So, I don't tend to use this mapping style. It's basically opposite for myself. I try to make more detailed and involved map, while the scrapped up maps only appear every so often.

On my zombie map, I ended up using some of your ideas, like the transparent island bottoms. It's in the works still. I have just added a third island to the right to make the trip longer and have added waypoints. I must say though, with actually waypoints, the map is a lot harder... I'm going to have to adjust some things.

El_Spec

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Re: My Map Blog
« Reply #13 on: December 07, 2007, 03:54:18 pm »
I don't think you did it right.  This mapping style is supposed to be attempted when trying to make a default style map.  It cannot be done with a map intended to have details and perfect shading.

My above map and this one used this technique and they both came out the same way.

Offline Blacksheepboy

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Re: My Map Blog
« Reply #14 on: December 11, 2007, 03:29:40 am »
Well meh, I guess that's my way of randomly putting some polygons down. I see what you mean though...

Offline Keron Cyst

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Re: My Map Blog
« Reply #15 on: December 11, 2007, 07:35:17 pm »
I think I can see a lot of potential in htf_Skelp, but the bridges (at least, the lower one) detract heavily from it. Get rid of them and replace them with more boulders (or enlarged versions of the current ones), and give the top-right rock a kind of stylistic flair that the other two have—it's pretty flat and boring while the other two are very exquisite and visually interesting. The texture-stretching of the polygons in the top-left is too radical.

Trout looks neat too. It needs a boulder to the left, though, and the two tiny pieces of rock in the middle should be abolished. Otherwise, it looks like you've got some great ideas on your hands :)

El_Spec

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Re: My Map Blog
« Reply #16 on: January 25, 2008, 03:36:40 pm »
Well meh, I guess that's my way of randomly putting some polygons down. I see what you mean though...

I guess it isn't the best mapping method for you.  It does have it's negatives that balance out the positives.  It's a very fast method and saves a lot of time.  But the maps will lose much detail and will always be default or even less at times.

I think I can see a lot of potential in htf_Skelp, but the bridges (at least, the lower one) detract heavily from it. Get rid of them and replace them with more boulders (or enlarged versions of the current ones), and give the top-right rock a kind of stylistic flair that the other two have—it's pretty flat and boring while the other two are very exquisite and visually interesting. The texture-stretching of the polygons in the top-left is too radical.

Trout looks neat too. It needs a boulder to the left, though, and the two tiny pieces of rock in the middle should be abolished. Otherwise, it looks like you've got some great ideas on your hands :)

It suprises me to see you in this thread because I wouldn't expect to see you here.  But thanks for giving me feedback.

Skelp is pretty much open source and anyone can actually modify it however they wish to do so.  It's out of my hands and anyone can feel free to change it to their style or theme.  It would make a good Hold the Flag map, in terms of the layout.  Gameplay wouldn't be so good because it is is far too easy to move around the map and spraying is an issue.

Trout is a pretty small map but is actually playable with a large number of players, like 6 for example.  Since the map size is already small as it is, adding a platform at the left side will clutter the map.  The two curved parts near the center is actually the place where the yellow flag will spawn.  I actually intended for this map to be Hold the Flag, but I felt it wouldn't be that good, I made it deathmatch instead.  I'm having a hard time creating it though because I'm not great with handling scenery and it plays a major role in this map because it is a swamp theme.

High possibility of my next map will also be Law Catch.  It'll be called ctf_law_Retro and will have a futuristic and metallic appearance.  I won't be able to use the Map Scrap theme because this map will require a lot of shading and detail.  This will be my second law catch map and then will there be a third and final one.  After that, it'll be the first and last time I make a sub-gamemode map.  Official maps are much better and more playable.

Date Posted: December 13, 2007, 04:10:43 pm
Today, I was suffering from my boredom and nearly had eaten myself alive to kill it.  I've managed to remember I was to create ctf_Law_Retro and I had.  I've also made this map very quickly compared to my previous ones.  It is currently released and you can find it on the DM/HTF/Other Maps section of the forum.

I will be making a third Law Catch map and it'll be my final one.  As I said above, I find making official gamemode maps more worthy of time and playability.

I also decided to post the other half of my future maps list.  I'll start if form where I left off.

htf_Crohem - An old map of GluLm's that he could never finish due to his busy schedule.  I've found the layout to be Hold the Flag suitable and possibly Capture the Flag because that is what it was originally intended for.  I'll see what I can do for it though.

Soldier's Playground - A very old map of mine, my second one to be exact.  No plans to change this map.

htf_Guardian - Possibly could be my favorite map once it is constructed.  Layout is interesting and original and will be extremely Hold the Flag and gameplay satisfying.

Vanishing Isle - Strange, yet interesting concept I had thought of.  The map is basically a floating platform with giant stones shaped as human heads that serve as the map boundary.  The map is complete forestration except for the central part that contains a small temple that has waterfalls and statues and holds the point-match flag.  I can already see this as a good and memorable map.

htf_Stump - Map that is based on a layout from Keron Cyst.  I might not create it because Laser Guy had used it before me.

htf_Arsenal - Old map that will be collecting dust.

htf_Plateau - Map that has a lot of platforms and will have very fast gameplay.  You can expect to be killed if you stand still in the same spot.

ctf_Law_Joult - my first Law Catch map that is in a rocky canyon theme and is suitable for many players.

ctf_Law_Retro - Description is above.

Vile - Small map that will have a circular shape and will have color similar to the original Airpirates.

Date Posted: December 26, 2007, 03:24:45 pm
Sketch for a map I drew a while back.  The title for it, in case any of you couldn't read it, it states "Stageliosis".  It'll be about the size of Island2K5 and the right platform forming out of the map is accessible.  It'll be an interesting feature for it. 

Also for maps, I really don't have much time to make maps as I would like.  From now till the Summer, I would guess that probably only 2-5 maps will be made.  When it hits Summer time, it'll be a frenzy.  I just hope that the maps that I make will be good.


Offline Blacksheepboy

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Re: My Map Blog
« Reply #17 on: January 27, 2008, 04:16:03 am »
Hmm, that Stageliosis looks rather interesting. I like the little path lookin thing leading outside of the map sorta? Yep.

As of late, I've been making slow progress. I'm kind of doing a lot of different things at once. Still somewhat working on ctf_Pharaoh's Spire, also still somewhat fixing dm_Sandstein. Also working on that little partial mod I've got going, and the map for that which is providing some problems. Yep. So I'm sort of skipping around on a lot of little projects. I also intend to redo some of my old inf_Waldfestung. I loved that map even though it was one of my earlier ones. The waypoints were fairly decent and the gameplay proved to be quite enjoyable.

That's my Soldat stuff right now. Enough about me for now.

You seem to be a big planner Specialists. At least your still sticking around. At one point, didn't you want to leave? I know it was something like that... Good luck with all of your maps. If I planned that much, I would never get anything done. I plan one map at a time, then work on it for a long time often skipping around editing other maps along the way. I've sort of abandoned my step pattern of creating maps for now since I'm not really working on any new maps, just revising. I'm still trying to plan a big TW map, but who knows when that'll get done. I'm still working on the initial bunker design and can't decide on what to use.

Sigh*... oh well. At least I'm not overwhelmed. I'm sort of having fun with all of my small projects so far. Keeps me going. I thought I was done with Soldat and mapping a long time ago, and here I am still pondering new designs.

Ergh, I find that talking about myself is the easiest to do, and I'm still doing it.

Ok, well still, good luck. I like your little sketch ;). That's actually a nice sketch. Mine would be full of erase marks and indecisions written all over the place.
« Last Edit: January 27, 2008, 04:19:31 am by Blacksheepboy »

El_Spec

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Re: My Map Blog
« Reply #18 on: January 27, 2008, 10:18:56 am »
You can talk about yourself.  Although the thread reads "My Map Blog", its open to everyone.  So there's no harm if you do so. ;)

You are still working on ctf_Pharaoh?  I thought you finished it because when the last time I saw it released, you stated it would be the final revision.  I've never seen inf_Waldestung, can you provide a link?  Also for the TW Map, is it the one based off of a sketch you drew in the Map Scrapyard thread?

Offline Blacksheepboy

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Re: My Map Blog
« Reply #19 on: January 27, 2008, 11:03:37 pm »
Yea, I know I can talk about myself in this thread, I just do it a little too much :). I guess it's nice though.

I still am working on ctf_Pharaohetc because I never fully decided on certain spawns, waypoints and the general design. I added a new path that helps genuinly, then had to edit waypoints to help that. Also I edited the waypoints so that the bots properly split at one path fision thus making it easier for the beginning bottom route and harder for the middle... Yep. The map is designed too small, and that's a problem that I don't really know how to solve. I don't exactly want to increase the size drastically (Domino did an awesome job of that ;D) but I might need to.

Nah, the TW map isn't based off of that huge wannabe zombie map. That might be a good idea for that map though... Hmm, the middle village could the main battle staging point. I would have to drastically increase village complexity though, with small hideouts and points for snipers etc.

If you want a few details on Waldfestung, it was a map I had planned and made a while back. I sort of originally based inf_Berserkers on a similar idea to that of Waldfestung, but then Berserkers drastically veered away to a better design :) (I hope). Yep. I wanted a map with tall grass and a small forest to go through.

Link: http://forums.soldat.pl/index.php?topic=12191.0

Matter of fact, you posted in it once ;D. That was back when you were still: 'Specialist.' I don't really think I'll change it ever... I once had aspirations on making it better but I don't know how... ??? *shrug*I can't believe I got that many comments back then...wow. I guess that was when the mapping prime was towards its end? Mistercharles was still around. A lot of people were still around. Now they've disappeared (at least from the mapping section). I also had big hopes back then on becoming much better. I think I've done alright, but there is always better and I haven't quite reached what I thought I would. I think I'm being unjustly ungreatful though so, I would like to thank all you forumers to make up for my being ungreatful. Thanks peeps :)
« Last Edit: January 27, 2008, 11:08:07 pm by Blacksheepboy »