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Official Soldat Forums
Soldat Maps & Mapmaking
CTF/INF maps
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ctf_Sandtrap
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Topic: ctf_Sandtrap (Read 2534 times)
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Rambo_6
Camper
Posts: 463
Banned
ctf_Sandtrap
«
on:
July 21, 2006, 09:53:09 am »
A small idea that i had, i wanted to try making a map out of it.
It's a basic ctf map with a twist. The entire middle area is enclosed and you cannot get inside it unless you spawn in it. This sort of makes it a kind of "duel arena". There are 2 bridges near it that can be shot through, so you won't be bored if you spawn alone in there. Spawning in the middle is more of a rare event, too. So savor it!
You want it.
You need it.
Logged
jrgp
Administrator
Flamebow Warrior
Posts: 5037
Re: ctf_Sandtrap
«
Reply #1 on:
July 21, 2006, 09:57:08 am »
The shading isn't to bad, but the scenery is a little bit repitive.
I don't really see the the point of having that middle area enclosed to no one can get in it or out of it.
Logged
There are other worlds than these
Rambo_6
Camper
Posts: 463
Banned
Re: ctf_Sandtrap
«
Reply #2 on:
July 21, 2006, 10:06:02 am »
It's a dueling arena. There are spawns in it.
Logged
GluLm
Camper
Posts: 324
Polybugs' nightmare
Re: ctf_Sandtrap
«
Reply #3 on:
July 21, 2006, 10:13:25 am »
Ooooooooh... Nice one.
That middle area is a clever thing you came up with. I suggest you put another berserker bonus in there (on the floating platform for instance) so that people spawning inside would annoy the flagrunners up above them...
Just an idea.
A one way exit from that area would have been alright too...
Logged
Bring back Soldat 1.3.1! New bullet trails DIE!
Rambo_6
Camper
Posts: 463
Banned
Re: ctf_Sandtrap
«
Reply #4 on:
July 21, 2006, 10:25:43 am »
I couldn't figure out how to make a one-way exit, so i just made multiple points where you can shoot through the wall.
And most servers don't use bonus popwerups anyways
.
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Mistercharles
Veteran
Posts: 1371
+
Re: ctf_Sandtrap
«
Reply #5 on:
July 21, 2006, 10:43:03 am »
Layout reminds me of klein in a way: lower route with stat gun, mid route with bridge that stat gun can shoot through, and upper route that's very high up and doesn't have any way to escape gunfire.
Looks really nice by the way.
Logged
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
Vltava
Camper
Posts: 325
Mr Avocado
Re: ctf_Sandtrap
«
Reply #6 on:
July 21, 2006, 11:24:10 am »
Couldn't some idiots throw the flag to someone in the center and have them camp there? That's the only flaw I see. I really like all other aspects; the shading combined with the texture is quite nifty.
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Rambo_6
Camper
Posts: 463
Banned
Re: ctf_Sandtrap
«
Reply #7 on:
July 21, 2006, 11:26:36 am »
If that happened, then somebody from your team would be able to spawn and kill him.
I can forsee this being a hard thing to do. Coordinating such a thing is tricky, as you'd have to climb to the top then drop the flag down the middle. Even if you managed it, an enemy sniper or ruger user could simply snipe the flagger down.
Logged
crackadillicus
Major
Posts: 97
Re: ctf_Sandtrap
«
Reply #8 on:
July 21, 2006, 02:15:04 pm »
like shootin fish in a barrel
i see it - good idea, but i'm a little iffy on the execution
Suggestions:
1. mebbe work it so the 'sandtrap' is smaller, cutting it in half at the landing in the middle (half as tall)
2. lowering it, so that the center of the sandtrap is about even height with the spawn points.
3. with (1) and (2), lower the top so that it's more accessible - as of now it looks like it'd just be such a hassle to get to the top that it's almost not worth it, except for the strategical point of dropping down on someone, which is just as effective, if not moreso if there's a little less ground to cover on the drop.
4. make some holes on the sides of the trap
Other than that, agreed with the above comments, and think with a little work this could make it's way into the regular set of maps we see on servers. it's got that real natural old-map stylin feel to it
Logged
I am the walrus?
swebonny
Camper
Posts: 279
BUahh...
Re: ctf_Sandtrap
«
Reply #9 on:
July 21, 2006, 02:35:11 pm »
I like the layout very much.
Have you added the sandstorm effect?
Logged
Rambo_6
Camper
Posts: 463
Banned
Re: ctf_Sandtrap
«
Reply #10 on:
July 21, 2006, 02:37:22 pm »
Yes, the weather is set to 'sandstorm'.
I think...
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Plonkoon
Veteran
Posts: 1022
I know Karate!....and several other Japanese words
Re: ctf_Sandtrap
«
Reply #11 on:
July 21, 2006, 04:15:42 pm »
I like to see ingenuity in maps, this is pretty neat.
Logged
40 Special Effects Scenery
GluLm
Camper
Posts: 324
Polybugs' nightmare
Re: ctf_Sandtrap
«
Reply #12 on:
July 21, 2006, 06:45:31 pm »
Another way to avoid the abuse as crackadillicus pointed out:
put hurting polygons on the bottom part (combined with lots of small cactus or barbelwires or something) so that players are forced to stay above, where others can easily reach them with bullets...
Still a pretty good layout.
Logged
Bring back Soldat 1.3.1! New bullet trails DIE!
Keron Cyst
Global Moderator
Rainbow Warrior
Posts: 2872
will waypoint for food
Re: ctf_Sandtrap
«
Reply #13 on:
July 23, 2006, 01:55:55 am »
Problem with this kind of map is that MediKits will spawn in the center, so when all the 'kits are used up outside of the arena no one can heal (of course this is speaking entirely bot-wise)...
Logged
So you think you can waypoint?
TrmD
Soldier
Posts: 134
Barefoot in Baltimore
Re: ctf_Sandtrap
«
Reply #14 on:
July 26, 2006, 04:18:25 pm »
Nice map, although the colours are kinda demented, and there are too many sharp edges (makes the map look unrealistic, or unappealing)... But I do like the layout and the shading
Logged
Sit with the guru
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Official Soldat Forums
Soldat Maps & Mapmaking
CTF/INF maps
(Moderators:
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,
As de Espada
,
Suowarrior
)
ctf_Sandtrap