Author Topic: ctf_Vicissitude (Updated V2)  (Read 2544 times)

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El_Spec

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ctf_Vicissitude (Updated V2)
« on: April 05, 2008, 05:17:41 pm »
It's been a while since I created a map.  Had nothing to do today and did another act of my bad habits of fiddling around with PolyWorks. 

The map itself it shaped somewhat like an circle and has no true theme.  Spraying, spawning and other things that would affect gameplay I've attempted to remove by adding colliders, modifying the placement of polygons, etc.  I just hope it'll play well, it did when I tested it with bots.  Not for very serious games like clanwars, but would be best for against your friends or in public servers.

Technical Information:
MapMaker:Soldat PolyWorks
Construction Time:4 Hours
WayPointed:Yes
Supported Gamemodes:Capture the Flag
Custom Scenery:No
Custom Textures:No
Map Size:Medium
Number of Players:4 to 8

Overview Screenshot:
http://aycu22.webshots.com/image/50781/2005031450272866238_rs.jpg
« Last Edit: April 06, 2008, 11:18:52 am by El_Spec »

Offline Blue-ninja

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Re: ctf_Vicissitude
« Reply #1 on: April 05, 2008, 06:28:57 pm »
Now this is something that I'd download just for the gameplay awesomeness. My only complaint is that pointy hill on the bottom route does a too good job of blocking spray, plus that it hinders progress somewhat.

You deserve a download from me =D

El_Spec

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Re: ctf_Vicissitude
« Reply #2 on: April 05, 2008, 07:03:35 pm »
Glad to see someone liked it.  I tried my absolute best to reduce rushing as much as possible.  I tried it without all of the hills, and it was far too M79 friendly and to rush to the other side.  Rushing would be best for the middle route.  I intended the bottom to be something like "It'll take longer, but its safe", while the middle "Let's rush and face-rape our opponents!".

Offline Blacksheepboy

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Re: ctf_Vicissitude
« Reply #3 on: April 05, 2008, 09:05:57 pm »
Speaking of which, it does look pretty fun... I don't care that it mostly lacks scenery and all that jazz. Some maps can do without (while others require it).

*invisible quote from topic post*

I have the same bad habit ::).

What's the background behind the map's name?
« Last Edit: April 05, 2008, 09:58:57 pm by Blacksheepboy »

El_Spec

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Re: ctf_Vicissitude
« Reply #4 on: April 05, 2008, 09:13:38 pm »
Eagles_Arrows had suggested once that using uncommon words like SAT level are best for naming maps.  I cannot tell you how right he is with statement.  I had used Thesaurus.com and searched random words like "Danger", "Glory", "Death" or anything else Soldat related.  I picked the ones that sounded most interesting/appealing.  I chose this one because it sounds more CTF oriented.

I give credit for E_A because he suggested that I do that.  And for anyone else who maps, I strongly suggest take his advice, it really works.

Offline Blacksheepboy

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Re: ctf_Vicissitude
« Reply #5 on: April 05, 2008, 09:25:56 pm »
Yes, I remember him suggesting that. I am still looking for a name for one of my maps, and I think I shall use that technique (thank you E_A). That explains the rather interesting map name then. When I first saw it, it did look like an actual word. It looks like a combination of Viscosity and Avaricious or something like that...well, avaricious doesn't really fit...

Edit:

Well, if someone wants to know and doesn't know:

Vicissitude
: alteration or interchange, as in a state of things (thank you dictionary.com :P)
« Last Edit: April 05, 2008, 09:28:51 pm by Blacksheepboy »

Offline mar77a

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Re: ctf_Vicissitude
« Reply #6 on: April 05, 2008, 09:52:49 pm »
colors are kinda weirdish (the contrast between the texture and bg is pretty odd)

other than that, looks like a boring map..i mean, it's just standard tri route, with pointy deformed polies to make movement slower. the spawn doesn't help...basically, grab = cap most of the times, due to the way the spawn is put

i'm not sure though, i'd test it out (with a different texture) to see how wrong i am ;)

Offline Blue-ninja

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Re: ctf_Vicissitude
« Reply #7 on: April 05, 2008, 11:03:17 pm »
Eagles_Arrows had suggested once that using uncommon words like SAT level are best for naming maps. I cannot tell you how right he is with statement. I had used Thesaurus.com and searched random words like "Danger", "Glory", "Death" or anything else Soldat related. I picked the ones that sounded most interesting/appealing. I chose this one because it sounds more CTF oriented.

I give credit for E_A because he suggested that I do that. And for anyone else who maps, I strongly suggest take his advice, it really works.

I tend to name some of my maps based on the most dominant elements, E.G., Rain, Japan, Desert, Sun, or zombiecaves.

At other times, map names like Carcereas does exactly what E_A wanted.

Offline Suowarrior

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Re: ctf_Vicissitude
« Reply #8 on: April 06, 2008, 02:46:43 am »
Nice to see you publishing map :). It looks pretty nice (poly colours likes me), you could put more scenery but as Blacksheepboy said it really doesn't need it. The Map seemed pretty original from overview cos I thought flag spawns are under the player spawns, but with that flag spawn it seems interesting. Atm, it's clear that middle way is the only main way and alt route is the top way. I see there's no reason to attack on bottom, so bottom way seems to be only an escape route.

The top route is great, smooth, very big jumps and fast. Only problem that getting the flag is a bit slow cos player can't turn from top to flag fast.

The middle way is propably the rush way, you have done it nice, spray problem is minimal.

The bottom way is out of game, I think some bridges could bring them in game (Flags drop down and then both teams send players to get them).

Here are my ideas which you could test if u still got motivation with the map.

« Last Edit: April 06, 2008, 02:48:59 am by Suowarrior »

Offline Demonic

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Re: ctf_Vicissitude
« Reply #9 on: April 06, 2008, 04:25:09 am »
Best map of yours so far, hands down. You have improved a lot under the sheets (:

Layout wise it seems like a mix between Run and Dd2, and Suow really pointed out the problems with it nicely. It is a nice map, but with his suggestions it could might just be extraordinary, though with that added form at the up route entrance, it might be even harder for the flagger to jump back there.

Keeping an eye on this for any changes, camping for a playtest!

El_Spec

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Re: ctf_Vicissitude
« Reply #10 on: April 06, 2008, 10:00:23 am »
Whoa, I had no idea I would get so much constructive comments.  I guess mapping isn't as dead as I thought it was.

For the suggestions, I'll take and modify anything this map needs in order to be as perfect as possible.  I'll make a second version with the bridges and polygon adjustments.  I'm not so sure if I should add the additional polygons near the spawn points since it would seem unnecessary since the scenery near it is bullet-proof.  But I'll add it anyway and see how it changes the map.  Thanks everyone for such good comments and feedback.

Map has been updated.  Changes that Demonic and Suowarrior has suggested has been added.

Overview Screenshot:
http://aycu17.webshots.com/image/50296/2002082137074372008_rs.jpg
« Last Edit: April 06, 2008, 11:20:07 am by El_Spec »

Offline Blacksheepboy

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Re: ctf_Vicissitude (Updated V2)
« Reply #11 on: April 07, 2008, 06:04:04 pm »
I really suck at constructive feedback, unless things are obvious :-[.

But, I must say, for starters: the changes were nicely executed. I'm sure most every bump and crevice has it's meaning, but I lack to knowledge to discern between them...

//off topic// I still have yet to study why certain good maps have specific features that make them distinguishable and fun... //off topic//

I have no complaints.

El_Spec

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Re: ctf_Vicissitude (Updated V2)
« Reply #12 on: April 07, 2008, 07:02:26 pm »
Thanks, I'm now just waiting for Demonic and Suowarrior's reply.

Offline Suowarrior

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Re: ctf_Vicissitude (Updated V2)
« Reply #13 on: April 11, 2008, 12:28:35 pm »
Well I didn't said that u have to set all my ideas... Just thinking about them. But anyway I hope this works better and ty for ur confident :). And this second version isn't working or u haven't uploaded it yet, or somehow I still get the old version. I could waypoint this if I got the map

Offline As de Espada

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Re: ctf_Vicissitude (Updated V2)
« Reply #14 on: April 11, 2008, 01:56:35 pm »
it's because the 1st post has the older version, ther other one is in the middle, right after the "what to improove" pic
All my maps | my latest map: SoldatX Racing Mappack
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