Author Topic: ctf_Cage  (Read 1493 times)

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Offline mar77a

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ctf_Cage
« on: February 14, 2008, 04:07:42 pm »
Needs waypoints and polybugs fixing but I suck at both so I'll let anyone who is interested do those.

Date Posted: 14-02-2008, 13:06:09
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Offline blackdevil0742

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Re: ctf_Cage
« Reply #1 on: February 14, 2008, 04:42:39 pm »
I definitely like the idea of the layout but It fails on the bridges. As you mentioned in the screenshot you can throw the flags between the bridges. But it's so easy when there is ground on the other side and you can just throw it there everytime without an consequences.

OBEY!!!

Offline Horve

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Re: ctf_Cage
« Reply #2 on: February 14, 2008, 05:35:58 pm »
definitely something new- original and interesting layout-wise.
Unfortunately I can't say the same about the visuals.
Fix the polybugs.
Why the hell would you sneak attack a spawnpoint anyway? To die?
You can just take the enemy flag, throw it over the bridge and /kill.
one death is worth 30 points. I don't particularly like that such a feature is possible.

Offline mar77a

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Re: ctf_Cage
« Reply #3 on: February 14, 2008, 06:56:26 pm »
Blackdevil: If you throw your own flag down, you can't cap either... it's like going on voland and pushing your flag to the pit. It even adds that extra "suicidal flag returner" thing which voland has (well it's not a certain death, but it's much more likely here). I'm not even sure if that's what you meant though :)

Horve: It's for when the flags are captured by both teams or the true "alternate" route. It also provides an escape if you're getting spawned badly. Just like voland, again. What about the visuals? And the polybugs, I simply don't know how easily so I end up messing them up more.

Offline Horve

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Re: ctf_Cage
« Reply #4 on: February 14, 2008, 06:58:41 pm »
make the points/ tips of the polygons go inside other polygons. Don't leave the deltas for the soldat to walk on.

Offline mar77a

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Re: ctf_Cage
« Reply #5 on: February 14, 2008, 08:13:07 pm »
those are on purpose though

Offline Horve

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Re: ctf_Cage
« Reply #6 on: February 14, 2008, 08:22:43 pm »
check if the "snap to vertices" is checked. Then you won't get those uberpointy edges of the polystructures.

Fruck it, I'll fix the map for you. Be on your knees next time I see you 8-)...
« Last Edit: February 14, 2008, 08:25:02 pm by Horve »

Offline mar77a

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Re: ctf_Cage
« Reply #7 on: February 14, 2008, 08:37:17 pm »
what? i don't use polyworks and i said it was on purpose... please don't ruin it

Offline Horve

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Re: ctf_Cage
« Reply #8 on: February 14, 2008, 08:51:27 pm »
it is physically not possible for me to ruin a map. At least now it isn't. Use polyworks, it is the greatest mapping gift Anna has given soldat. I've fixed absolutely all polybugs by now, I'm fixing some minor polygon placement problems and spraycrap too. You'll have to mess with the scenery by yourself- even though I can scenerize better than polygonize.

Basically I've fixed it, but I'll send it to you tomorrow via pm. Adios- bed.

El_Spec

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Re: ctf_Cage
« Reply #9 on: February 14, 2008, 10:08:45 pm »
Spraying is an issue with the middle route.  The layout is very original and it makes me wonder how the gameplay would be like in servers.  I would personally add borders to the map to prevent the flag from falling out of the boundaries. Visuals, however, I agree with Viggoloniggo need improvement. 

Why on earth are you still using MM+?  Everyone now uses PolyWorks.
« Last Edit: February 14, 2008, 10:10:20 pm by El_Spec »