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Official Soldat Forums
Soldat Maps & Mapmaking
Mapping Ideas / General Discussions
(Moderators:
Wraithlike
,
As de Espada
,
Suowarrior
)
Ctf Kreidge
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Topic: Ctf Kreidge (Read 2423 times)
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Blacksheepboy
Veteran
Posts: 1817
Ctf Kreidge
«
on:
July 27, 2008, 06:04:44 pm »
Ctf
Kreidge
Took about 4 hours on the design. Did some shading. Not done with the layout. The bridge is polybug-free.
A little more unique in the design. Scenery not finished; waypoints slightly functional. Spawn area back to normal. Shading is still really generic...
Anything else needing to be done layout-wise?
Kreidge3.7
Kreidge 2.5
Kreidge 2.1
«
Last Edit: August 09, 2008, 01:39:17 am by Blacksheepboy
»
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jrgp
Administrator
Flamebow Warrior
Posts: 5037
Re: ctf_Kreidge: Yay or Nay?
«
Reply #1 on:
July 27, 2008, 06:07:17 pm »
Yeah, okay idea.
Well, very huge, sprayfest and a sniper fest. The walls look a little too thin and I can't see any scenery. You did a slightly good job on the multi texture, but it could be better.
This map isn't anywhere near being done.
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There are other worlds than these
Blacksheepboy
Veteran
Posts: 1817
Re: ctf_Kreidge: Yay or Nay?
«
Reply #2 on:
July 27, 2008, 06:08:51 pm »
That's why it's in the mapping ideas section
Edit:
Yeah... It is too much like Ash. That's what I was thinking when mapping this. Eh, I haven't run out of ideas. Just recently played Ash, and then I started mapping... and it turned into another form of Ash.
Well, I'll keep this map for my own. It'll be my "retro-Ash" map.
«
Last Edit: July 28, 2008, 12:15:55 am by Blacksheepboy
»
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El_Spec
Major
Posts: 74
Re: ctf_Kreidge: Yay or Nay?
«
Reply #3 on:
July 27, 2008, 06:14:15 pm »
I will agree with jrgp, I don't think this map will play well. To much spray and sniping. A map should have a layout good for almost all gameplay styles, but this makes it too obvious and easy. But then again, this all from the overview, I can't tell how large it is unless I can get a copy.
Layout-wise, it's like ctf_Ash with ctf_B2b. I think it's too similar to ctf_Ash, you'll probably get criticized for ripping-off people's work.Â
Honestly, if I were you, I wouldn't continue on this. But you're welcome to try any layout of mine from the Drawing Board if you're out of ideas.
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Espadon
Global Moderator
Rainbow Warrior
Posts: 2606
GO BEAT CRAZY
Re: ctf_Kreidge: Yay or Nay?
«
Reply #4 on:
July 27, 2008, 06:26:23 pm »
Why not make it a bit more claustrophobic and stretched, kind of like the UT map Keep?
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CRYSO
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HLT
CRY0
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NAN0 2.1
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0MEN 1.0
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PYR0 1.1M
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B0RG 1.0
Blacksheepboy
Veteran
Posts: 1817
Re: ctf_Kreidge2.1: Yay or Nay?
«
Reply #5 on:
July 27, 2008, 06:28:01 pm »
I've never played UT
, but I could just as easily look that map up to get a general idea.
Edit:
Check top post for recent updates...
«
Last Edit: July 28, 2008, 12:18:50 am by Blacksheepboy
»
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El_Spec
Major
Posts: 74
Re: ctf_Kreidge2.1: Yay or Nay?
«
Reply #6 on:
July 28, 2008, 08:08:15 am »
Yeah, looks
MUCH
better now, looks and layout. Man, I can't wait to playtest this later on today, if I get the chance.
I suggest you link those two platforms at each bases. The one with the flag and other next to it, connect them to make one big platform altogether. I'm not sure how it'll affect gameplay with two platforms in such a compact area, but I'll see. And I'm not sure of the pit, but I'll what it is as well, I would suggest to fill it up, make the terrain level match what's around it.
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Laser Guy
Veteran
Posts: 1679
Re: ctf_Kreidge2.1: Yay or Nay?
«
Reply #7 on:
July 28, 2008, 08:13:17 am »
A bridge in the lowest route and some spikes under it (for a nice feel...)
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Text goes here...
Boxo
Camper
Posts: 284
Re: ctf_Kreidge2.1: Yay or Nay?
«
Reply #8 on:
July 28, 2008, 11:45:49 am »
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Suowarrior
Global Moderator
Veteran
Posts: 1060
There will be time when I create maps again.
Re: ctf_Kreidge2.1: 1st release
«
Reply #9 on:
July 28, 2008, 04:54:51 pm »
Sorry to say but this map is out of track. I agree completely with Boxo. This looks total mess. These are my advice to save the map
I think the bridge there could bring some kind of uniqueness, at least I've never seen that kind of design.
Also the map is too linear so need the mid and bottom route go up and down not like now when they are going like a barret lines.
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El_Spec
Major
Posts: 74
Re: ctf_Kreidge2.1: 1st release
«
Reply #10 on:
July 28, 2008, 05:30:38 pm »
Just tried it and I have to agree with SuoW and Boxo's advice. I would remove the pit and fill it it with polygons. I think a bridge on the second route would be a nice addition though, would really make the map more unique. And with clearing out more polygons from the top route would make movement much more smoother and filling polygons at the upper most platform would also be nice, Suow's post shows this.
For the spawn section, what I would do is to highlight the entire section and tilt it upwards. Remove the platform next to the one with the flag. Remove the one with the flag and place it on the ground. So from using the lower route, you'd go somewhat a slight hill, second route will lead you directly to it, and highest you'll come down at an angle like in ctf_Ash.
I think it's part of the map's theme but some areas of the map are straight, like in the lower route and second, it's kind of annoying to go through it when you're in your opponents base.Â
It's still in pre-alpha, so I can't really comment on the visuals and stuff.
Also before I forget, you forgot to pack the texture with the map. So I had to play this with banana.bmp.
It has potential and with these changes, I think it'll amazing.
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Blacksheepboy
Veteran
Posts: 1817
Re: ctf_Kreidge2.1: 1st release
«
Reply #11 on:
July 28, 2008, 07:14:19 pm »
Sorry about not packing the texture... that error never occurred to me
.
Well, before you guys posted, I quickly did another edit to see if my ideas would match up with your eventual critiques. Thank you very much for the advice on the bridge, and the upper route. Boxo's pic summed up the spawn section for me, so I redid that accordingly...
Ah, I'll quick jabbering and load up a new screenshot. Once again, help has been very much appreciated.
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ElSpec774
Soldier
Posts: 248
Re: ctf_Kreidge2.5: 1st release
«
Reply #12 on:
July 30, 2008, 04:28:32 pm »
Looks great, huge improvement over the original. I don't like the lights under the bridge and I think those straight polygons at the entries and inside the second route might slow down movement. Unless you're going to make this map contain some human-made structures, I suggest to remove them. Also, those pit-like holes in the lower route are hard to move through I pointed out in a previous post, fill them in. This is just my personal preference, but I would add additional polygons on the lower outer walls, the area below the bridge. The areas under the lower route are thin and then when you reach under the bridge, it becomes so thick. Multi-texture job is good and everything follows nicely.Â
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Blacksheepboy
Veteran
Posts: 1817
Re: Ctf Kreidge
«
Reply #13 on:
August 07, 2008, 07:10:50 pm »
I lack the drive to make this map look nice, because if the map looks nice but the gameplay is lacking, what's the point? I have a feeling that this map, in a many ways, is generic. I don't have the mapping insight to see what needs to be fixed, and what is just fine. All I can do for the time being is to look at other maps, and think, "What makes that map fun?" then try to implement that quality into my own map.
Else, I just have to come up with something completely different, like I've tried to do for a lot of my maps. A lot of the time, my crazy maps don't turn out to be that good, and sometimes, they aren't that bad.. What to do..
Date Posted: August 02, 2008, 12:12:43 pm
update..
-Messed around with the bases
-Moved the overall base+flag area upwards some more
-Removed lights from bridge
-Moved the texture around in some areas
Going the right direction? Spawns are now more into the gameplay..
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Demonic
Global Moderator
Veteran
Posts: 1548
All you hate!
Re: Ctf Kreidge
«
Reply #14 on:
August 08, 2008, 04:44:40 am »
Not to discourage you, but you just made a retextured version of maya2 with the latest update.
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And when you try
You'll catch my vibe
I'll blast a million moons away
I'll blow a million miles a day
ElSpec774
Soldier
Posts: 248
Re: Ctf Kreidge
«
Reply #15 on:
August 08, 2008, 02:38:30 pm »
I don't like this layout change, I think the traditional spawning next to the flag will do fine. Lower route might fall out of play, but since this map is so identical to ctf_Maya2, the lower route might be used often then. Also, I don't like the bridges, something like the one in inf_Outpost would fit best, study the structure of that. It's the same here except it has col2.bmp behind the bridge.bmp. I'm still a bit sketchy on the polygons sticking out from the top in the middle route.
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Blacksheepboy
Veteran
Posts: 1817
Re: Ctf Kreidge
«
Reply #16 on:
August 08, 2008, 03:52:01 pm »
I haven't played Maya2 in a long time
. I saved a copy before I changed everything up, so I'll start back from there...
@Boxo: Agh, your right!
«
Last Edit: August 08, 2008, 03:57:55 pm by Blacksheepboy
»
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Boxo
Camper
Posts: 284
Re: Ctf Kreidge
«
Reply #17 on:
August 08, 2008, 03:55:15 pm »
heh, you're slowly moprhing it into a traditional basic map. you can make it playable but it won't be revolutionary!
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Blacksheepboy
Veteran
Posts: 1817
Re: Ctf Kreidge
«
Reply #18 on:
August 09, 2008, 01:34:36 am »
update x2:
-Fixed the middle route oddities
-Moved the spawn areas back around to the way they were previously
Is there any more that I need to do? I feel there is something lacking, but I can't put my finger on it (other than scenery).
Edit:
I could remove that little nitch in the entry way leading into the top route... Would make it a little more open.
«
Last Edit: August 09, 2008, 01:43:58 am by Blacksheepboy
»
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Official Soldat Forums
Soldat Maps & Mapmaking
Mapping Ideas / General Discussions
(Moderators:
Wraithlike
,
As de Espada
,
Suowarrior
)
Ctf Kreidge