Author Topic: ctf_gebun  (Read 3132 times)

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Offline Maek|

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ctf_gebun
« on: May 15, 2008, 11:14:22 am »
This time there is waypoints. It took slightly over 7 hours to finish the map. Last 4 hours just trying to make waypoints to work. -__- This map is good to play with 16 players or less.

- No weather
- Almost perfect waypoints

Rate and comment please! :]
« Last Edit: May 15, 2008, 01:11:47 pm by Maek| »
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Offline Dairy

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Re: ctf_gebun
« Reply #1 on: May 15, 2008, 12:38:27 pm »
The low tunnel isn't too balanced, is it ?

The overview looks nice but maybe some more sceneries... (?)

Offline Maek|

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Re: ctf_gebun
« Reply #2 on: May 15, 2008, 01:11:02 pm »
Grass added now. I cant believe I forgot that.. :D
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Offline jrgp

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Re: ctf_gebun
« Reply #3 on: May 15, 2008, 02:47:27 pm »
The tunnel at the bottom seems really interesting and fun but I think the top one might just be ignored.

The scenery / shading / texture don't seem to be that bad, I kinda like it :)
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Offline Leo

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Re: ctf_gebun
« Reply #4 on: May 15, 2008, 03:49:28 pm »
There almost a straight line from one spawn point to another. Good for snipers but bad for gameplay.

Offline zaraza

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Re: ctf_gebun
« Reply #5 on: May 15, 2008, 03:49:47 pm »
I like this map. It looks fun to play though the middle route is too easy and too fast IMO.
And in PW you can copy, paste and mirror half of the map so you don't have to do twice the same thing.

Offline Blacksheepboy

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Re: ctf_gebun
« Reply #6 on: May 15, 2008, 05:48:28 pm »
I like this map. It looks fun to play though the middle route is too easy and too fast IMO.
And in PW you can copy, paste and mirror half of the map so you don't have to do twice the same thing.

Bah, your not suppose to say that! >:(

Good mappers don't mirror maps. Nice work on not doing that ;). Well, if you do mirror a map, at least make distinguishable differences.

You ought to make a little lump or hill in the terrain to help with the straightness of the middle route. This almost reminds of me a dense cave-like area..
« Last Edit: May 15, 2008, 05:52:43 pm by Blacksheepboy »

Offline zaraza

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Re: ctf_gebun
« Reply #7 on: May 16, 2008, 01:55:02 am »
Just an idea of mine on how this map could have been more interesting than it is now.

Offline Maek|

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Re: ctf_gebun
« Reply #8 on: May 16, 2008, 02:15:10 am »
I actually did mirror it, but modified it not to look like that.
^ That looks really interesting and fun zaraza. Should i modify this map to be like that, or just make ctf_gebun2?
And, there should be at least 1 more route to go if playing with 16 players. I think those 2 would not be enough.
And btw, in the last screenshot the wall between Admiral and Blain is only player collide!
« Last Edit: May 16, 2008, 03:17:30 am by Maek| »
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Offline echo_trail

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Re: ctf_gebun
« Reply #9 on: May 16, 2008, 04:20:49 am »
There almost a straight line from one spawn point to another. Good for snipers but bad for gameplay.

Agreed. how about making the columns in the middle section bulletcolliders? Also, add some scenery. otherwise I think the map looks really nice. I like the basic colouration, I like the structure. It looks sort of like a defaultmap to me.
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Offline Maek|

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Re: ctf_gebun
« Reply #10 on: May 16, 2008, 10:27:34 am »
It looks sort of like a defaultmap to me.
I like default maps, thats why this looks like one.
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Re: ctf_gebun
« Reply #11 on: May 16, 2008, 02:21:04 pm »
Just tested it with 7 bots.  It's needs some mass improvement which I'll cover and some things I need to touch up on.

Maps that have more than one route should have it so that each route will take the same time to travel through or be somewhat equivalent.  The middle route is too straight-forward and in multi-player games, most players will always use the quickest route.  There's nothing you can really do to fix this except modifying the entire section.

The entire map itself seems to be a little tight, it should be more loose like in ctf_Maya2 or anything similar in terms of spacing between paths.  Also, the lower route takes forever to move through and provides excellent opportunity for campers and spraying.  The wall below the platform in the highest route will make players not use it.

I think the polygon usage is a little high for a map about this size, it can be easiely cut to around 6-700.  Areas highlighted or circled in red can be changed according to it to smoothen out the map more and reduce polygon count-age.  Black means to remove it completely.



Scenery choices and usage is decent.  Overall appearance is default-like, so there's no real need in change for it.  But I think the colors from the top route to the lower can be switched, make the lower route have the darker color since it isn't prone to more light and it'll give it a darker look. 

Pretty solid map, flawed, but fun for on-line matches.  3/5 stars.

Offline Eagles_Arrows

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Re: ctf_gebun
« Reply #12 on: May 16, 2008, 07:37:50 pm »
Map Review

Quote
The entire map itself seems to be a little tight, it should be more loose like in ctf_Maya2 or anything similar in terms of spacing between paths.  Also, the lower route takes forever to move through and provides excellent opportunity for campers and spraying.
Quote
I think the polygon usage is a little high for a map about this size, it can be easiely cut to around 6-700.
Quote
There almost a straight line from one spawn point to another. Good for snipers but bad for gameplay.
All agreed.

Quote
the middle route is too easy and too fast IMO.
Agreed to a certain extent.  It would be easy to escape with the flag (esp. if you're spas boosting), but when it comes to fighting it can be pretty hard.

Quote
Just an idea of mine on how this map could have been more interesting than it is now.
This would indeed be alot more interesting, but that would just feel too much like Death and the bottom route would be completely useless.


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Offline Maek|

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Re: ctf_gebun
« Reply #13 on: May 17, 2008, 01:53:42 pm »
Thanks for the comments and review! :] I've been updating the waypoints, and they seem to work really well now. For example bots are not trying to run through the OPC wall in the top route any more. Soon i will reupload this map so you can play with better waypoints. Im not going to make any serious changes to this map, but, in a week or 2, Ill make another normal ctf map with some new ideas.
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Offline Bjarne Betjent

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Re: ctf_gebun
« Reply #14 on: May 22, 2008, 09:40:10 am »
Looks good..