Author Topic: ctf_Boreal  (Read 4626 times)

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Offline Rambo_6

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ctf_Boreal
« on: July 18, 2006, 09:16:08 pm »
A product of my messing around with polygon placement styles.

Beware, the waypoints on this map are godawful. It's a really hard map to waypoint.

A few custom snowy tree sceneries were used.

PIX.

GET.

UPDATED: Waypoints work better (.PMS file only)
« Last Edit: August 06, 2006, 02:01:50 am by Rambo_6 »

Offline jrgp

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Re: ctf_Boreal
« Reply #1 on: July 18, 2006, 09:21:14 pm »
The shading is good but could be better.
Other than that, I like it.
There are other worlds than these

Offline Rambo_6

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Re: ctf_Boreal
« Reply #2 on: July 18, 2006, 09:23:58 pm »
Yeah, it's because of my polygon placing. Shading was really awkward.

I like how i made the top half really white though. Gives it a thawing-out feel.

Offline Mistercharles

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Re: ctf_Boreal
« Reply #3 on: July 18, 2006, 09:44:12 pm »
This feels a lot like one of MM's maps (I like it).
shoutout to m'boyz eagles_arrows, echo_trail, wraithlike, sadistatheart, chakapoko maker, jrgp, aznblood, chakra, keron cyst, et al, miss you, let's '#gather some day

Offline Eagles_Arrows

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Re: ctf_Boreal
« Reply #4 on: July 18, 2006, 09:45:57 pm »
A true, classic feel. *claps*

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Offline MofoNofo

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Re: ctf_Boreal
« Reply #5 on: July 18, 2006, 10:24:56 pm »
Hmm.. I like its classic feel. Looks like something made in MapMaker :) (which is good)

Offline Leo

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Re: ctf_Boreal
« Reply #6 on: July 18, 2006, 11:52:34 pm »
Rambo is my favour mapper :) Map added at my servers. How about some nice infiltration map Rambo ? ;)

Offline Keron Cyst

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Re: ctf_Boreal
« Reply #7 on: July 19, 2006, 12:22:27 pm »
"A really hard map to waypoint?" You cannot possibly have just said that :o

*goes to do so ;D*

Offline BondJamesBond

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Re: ctf_Boreal
« Reply #8 on: July 19, 2006, 12:51:04 pm »
I want a better screen than that =\
The computer is a moron.
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Offline Rambo_6

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Re: ctf_Boreal
« Reply #9 on: July 20, 2006, 09:20:41 am »
There's nothing wrong with that screen. Just play it if you want a better view.

Offline Keron Cyst

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Re: ctf_Boreal
« Reply #10 on: July 20, 2006, 03:40:42 pm »
Almost done rewaypointing... then onto testing. I had to rearrange the lower spawn points of each team. :-\

Offline Rambo_6

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Re: ctf_Boreal
« Reply #11 on: July 20, 2006, 04:45:46 pm »
Well as long as you didn't move them too far. I want them both directly below the flags.

Offline Shadow G-Unit

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Re: ctf_Boreal
« Reply #12 on: July 20, 2006, 05:50:25 pm »
Its like 3 way CTF


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Offline Keron Cyst

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Re: ctf_Boreal
« Reply #13 on: July 20, 2006, 06:15:27 pm »
They're still there; their placement perfectly overlaps each other now, as opposed to being a bit scattered. Ph34r not; spawn points only indicate a general circle for respawning; they won't respawn at the exact pixel-same spot, so they'll still look dynamic if multiple soldaten respawn at those areas.

Testing Alpha now...

EDIT This map is taking longer than I thought :-\ For now, I observed that due to the level layout Alpha bots will use the uppermost path (the mountain) a lot more than Bravo unless Bravo is given more spawn points in the spawn hut. The boulders on Alpha's side are positioned more conveniently for them to pick up more vertical height.
« Last Edit: July 20, 2006, 10:35:25 pm by Keron Cyst »

Offline Rambo_6

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Re: ctf_Boreal
« Reply #14 on: July 20, 2006, 10:52:09 pm »
You could make them double back then they are nearly under the mountain.

Here's a small diagram...



EDIT: Also, how is inf_Lighthouse coming along?

Offline Keron Cyst

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Re: ctf_Boreal
« Reply #15 on: July 21, 2006, 12:36:54 am »
Hm... well, the trouble is that bots who are already coming from above will jump to that ledge right underneath the mountain, in the precise middle, and since they all share Path 2 the waypoints would get entangled. Don't worry about that anymore; I'm taking some advantage over Special functions to make sure that all of those who spawn in the cabin area will nearly 100% head for the top.

As for Lighthouse... you were right. Parachute spawns probably aren't the best idea :P But otherwise it's almost done. I'll PM you that soon so you can modify anything as needed and release it yourself (it's not my map, after all ;)).

Offline Rambo_6

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Re: ctf_Boreal
« Reply #16 on: August 06, 2006, 02:01:12 am »
Hurrah, Keron finished the waypoints.

Updates added to top post.

Offline viggoloniggolo

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Re: ctf_Boreal
« Reply #17 on: August 06, 2006, 06:46:39 am »
looks good and berserk. I suggest you remove the infinitively ugly icicles.bmp cenery and get some normal one. I dont really understand the theme of the map, but it requires more scenery everywhere, it is shaded ok-ly but thats about it, the layout is good btw, I can see you didn't copy-paste the two sides together which adds a + to your effort.

Offline Boxo

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Re: ctf_Boreal
« Reply #18 on: August 06, 2006, 07:35:56 am »
Doesn't look very smooth. The ground is jagged and there are no straight routes so the gameplay and moving around would be really annoying. Can't say I like it. Plus the icicles are ugly.

Offline Keron Cyst

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Re: ctf_Boreal
« Reply #19 on: August 06, 2006, 10:41:57 am »
Blast, I should've done that while I was waypointing (darkened some icicles). It never occurred to me. :-\