Author Topic: ctf_Towers  (Read 1966 times)

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Offline As de Espada

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ctf_Towers
« on: December 30, 2007, 01:04:33 am »
ctf_Towers

By As de Espada and erMel
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This is our biggest map as far as we mapmake. It's our first attemp to multitexture as well. Playing on it was fun ^^


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Offline Centurion

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Re: ctf_Towers
« Reply #1 on: December 30, 2007, 06:11:39 am »
Could be more shaded but 4/5. Good Job!

Offline ~Niko~

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Re: ctf_Towers
« Reply #2 on: December 30, 2007, 07:22:30 am »
Illumination effects and looking is pretty, but I don't understand why the top is blue...
This map should shouldn't have top that blocks LAW shots and so.

Offline Se!kA

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Re: ctf_Towers
« Reply #3 on: December 30, 2007, 09:27:16 am »
Wow, pretty cool. But i dont know why you put there these blue areas at border.

Offline Blacksheepboy

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Re: ctf_Towers
« Reply #4 on: December 30, 2007, 09:11:40 pm »
I like this design. I've often thought of a sort of castle setting...but this excedes my old design.

In the center tower, there ought to be spiral steps leading up to the top so that players can snipe from there. It would be an importand strategic point in gameplay and whoever held that might gain a small advantage, as long as that team had a good sniper.  I might playtest this some, so that I may understand the gameplay yet a little more.

Offline Suowarrior

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Re: ctf_Towers
« Reply #5 on: December 31, 2007, 07:41:33 am »
Gameplay:
+Smooth
+No spray places
+Pretty unique
+Size
+Bugless
-"Only bullets collide" polys are bad for gameplay

Look:
+Nice multitexturing
+Overally good looking
-Too much transparency, a lot of places where u can walk but it seems you can't
-3D effects on towers, towers should be 2D
-Flags seems a bit too colorful to background

With small changes, I think betatesters should consider this for default.

Offline Cookiegangsta

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Re: ctf_Towers
« Reply #6 on: December 31, 2007, 11:29:48 pm »
Ummmmmmm wow lol amazing. XD
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El_Spec

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Re: ctf_Towers
« Reply #7 on: January 01, 2008, 01:44:02 pm »
Layout, shading, color choices, and polygon work is great.  This looks like a fun map to play.  I'll have to try it out sometime.  The only thing that concerns me is that due to the layout and flatness, it'll be Spas-12 and M79 friendly.  I can see a lot of rushing involved.  Otherwise, this is really good.

Offline As de Espada

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Re: ctf_Towers
« Reply #8 on: January 04, 2008, 02:10:14 am »
I am changing the map. It will be towers2 when it's ready.
Here what I have 'til now:


(this is just a base, will be LOTS of changes, note that we opted for cleaner towers, when we finish the underground we will put the map to down again, maybe on mapping ideas)
All my maps | my latest map: SoldatX Racing Mappack
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Offline Se!kA

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Re: ctf_Towers
« Reply #9 on: January 04, 2008, 04:39:01 am »
wow! Now looks a little more playable. But i dont like those straight moments at lower way. A bit... sprayable?

Offline Suowarrior

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Re: ctf_Towers
« Reply #10 on: January 04, 2008, 07:18:51 am »
Emm I can't say I like the bottom route idea. It may make map too big vertically and also spray could be on issue but I guess u can manage with that. If you want to have bottom route, I think it should be nearer the "ground" (middle) way, because now it's very like equinox bottom way, separated from rest of map, this also helps you with the entrance between base and bottom way. Now the attack in bottom way is easily defended: Throw nades into hole and cheer (like equinox). The entrance also should be broader.

Offline As de Espada

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Re: ctf_Towers
« Reply #11 on: January 04, 2008, 10:56:27 am »
Gameplay:
+(...)
-"Only bullets collide" polys are bad for gameplay

Look:
+(...)
-Too much transparency, a lot of places where u can walk but it seems you can't
-3D effects on towers, towers should be 2D
-Flags seems a bit too colorful to background

With small changes, I think betatesters should consider this for default.
+only bullets colide removed
+unnecessary transparent polys removed, other transparency enlarged (less opacity)
+2D effect towers now
-the flags are too complex, maybe I'll fix them latter...

Emm I can't say I like the bottom route idea. It may make map too big vertically and also spray could be on issue but I guess u can manage with that. If you want to have bottom route, I think it should be nearer the "ground" (middle) way, because now it's very like equinox bottom way, separated from rest of map, this also helps you with the entrance between base and bottom way. Now the attack in bottom way is easily defended: Throw nades into hole and cheer (like equinox). The entrance also should be broader.
hummm... I can't imagine sewers that aren't like a line (this is about the broader entrances). The spray problems would be solved like in equinox: coliders. I will approach the underway to middle's way.

tu suowarrior, for you worryness =D

(...)

In the center tower, there ought to be spiral steps leading up to the top so that players can snipe from there. It would be an importand strategic point in gameplay and whoever held that might gain a small advantage, as long as that team had a good sniper.  (...)
I thought doing that when I was making the map, but... it seems to be too much distraction, that would help those that are running from being killed, not to score (ok ok... that's important too). The thing is that we are short of scenerys  :-\. We will study that carefully in the future (when sewers are done).
All my maps | my latest map: SoldatX Racing Mappack
me making a map on youtube: ctf_FastMade