Author Topic: CTF_twinislands v1.2 (UPDATED!)  (Read 3207 times)

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Offline Jeyrad

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CTF_twinislands v1.2 (UPDATED!)
« on: July 25, 2006, 03:43:09 pm »
Overview:
Version 1.2 : http://img382.imageshack.us/img382/2348/ctftwinislandsxj7.jpg
Version 1.0: http://img305.imageshack.us/img305/7050/ctftwinislandski2.jpg

Download:
Version 1.2: http://jeyrad.googlepages.com/ctftwinislands1-2.zip (NOW AVAILABLE!)
version 1.0: http://jeyrad.googlepages.com/ctf_twinislands.zip
Map Facts:
Polygons - 852
Scenery - 216
Spawns - 62
Non-waypointed, sorry. Possibly in versinon 2.

If it says you are missing scenery, tell me, im too lazy to look em up.
« Last Edit: July 26, 2006, 04:56:50 pm by Jeyrad »
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Offline KamikazeDuck

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Re: CTF_twinislands v1.0
« Reply #1 on: July 25, 2006, 04:42:40 pm »
I really like the layout of the map, the bottom section is a bit like ctf_run and the top is really good with the two lookouts.

Construtive criticism:
You shouldn't use invisible polygons in maps where you are using edges because they will stil appear. You should use a gradient for the water to make it look a little more realistic and not place opaque bank.bmps over blank.bmps because you can see where you've patched it up. The background would also look better if you either colour it with the same sorts of colours used in the map or colour it with a blue sky and grass/dirt or something for the lower part of the gradient.

Anyway, I'm just picking out the little things there, overall it is a very good map.
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Offline Jeyrad

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Re: CTF_twinislands v1.0
« Reply #2 on: July 25, 2006, 04:51:36 pm »
thanks for your feedback, very good suggestions. Ill probably update the things you suggested in v2 =]
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Offline Rambo_6

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Re: CTF_twinislands v1.0
« Reply #3 on: July 25, 2006, 05:52:22 pm »
Wait, we can make invisible polygons?

Since when? :O

Offline Mistercharles

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Re: CTF_twinislands v1.0
« Reply #4 on: July 25, 2006, 06:13:04 pm »
^Look in the edit menu nub reverse visibility olloollolooll

God I love this map. Once it gets waypoints, I'll download it.
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Offline jrgp

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Re: CTF_twinislands v1.0
« Reply #5 on: July 25, 2006, 06:15:21 pm »
I agree with what ^they^ are saying but too add something:

I think you kinda over-did with those light scenerys, they could atleast be colored a color other than white.
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Offline Eagles_Arrows

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Re: CTF_twinislands v1.0
« Reply #6 on: July 25, 2006, 07:10:02 pm »
Use light up the polygons underground so that it would actually look like the lights are hitting them.

Regardless, I'll write this map down on my waypointing list ;)

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Offline Jeyrad

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Re: CTF_twinislands v1.0
« Reply #7 on: July 26, 2006, 09:44:17 am »
thanks Eagles_Arrows =]

Date Posted: July 25, 2006, 08:49:41 PM
Eagle_Arrows if you havent started the waypointing yet id like to make some updates first =]
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Offline Eagles_Arrows

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Re: CTF_twinislands v1.0
« Reply #8 on: July 26, 2006, 09:49:43 am »
Go ahead :)

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Offline BondJamesBond

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Re: CTF_twinislands v1.0
« Reply #9 on: July 26, 2006, 11:45:03 am »
mmmm, lights just need some work.. as stated:
Quote
so that it would actually look like the lights are hitting them

But this is a pretty nice map -- better than some of the others i;ve been running across here in the forums lately..
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Offline Jeyrad

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Re: CTF_twinislands v1.0
« Reply #10 on: July 26, 2006, 12:10:19 pm »
Hey Eagle_Arrows, nevermind, go ahead and waypoint it first. i dont have enough time to fix it up today =P
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Offline TrmD

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Re: CTF_twinislands v1.0
« Reply #11 on: July 26, 2006, 12:44:29 pm »
Very attractie... nice texture, great shading, nice scenery, great layout... looks fun ;D
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Offline crackadillicus

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Re: CTF_twinislands v1.0
« Reply #12 on: July 26, 2006, 01:26:32 pm »
digging the layout a lot, tho i gotta say i kinda expected everything to be a little bigger/more spaced out

agreed with most comments above, especially about the overlapping blank.bmps.  looks like you were trying to put some water in front of the islands as well as behind - try just shading the bottom of the islands differently

also - is the blue light down the middle supposed to be a waterfall?  if so, i like the idea, but mebbe search online for a more waterfall-like image and crop it to fit as some scenery for ya.

some of the scenery is a little jerky, like the piping through the middle - try mebbe messin around with the "Snap to Grid" option under the View menu.

finally, as far as gameplay went, i really liked the map, but felt that it could become next to impossible to get at the flag if 2 ppls posted up in the li'l flag area - mebbe make the entrances to the area a little wider?

good luck, and nice map

edit: really liked the stylins to the exits above the flags too - nice idea
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Offline Jeyrad

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Re: CTF_twinislands v1.0 (v1.2 soon)
« Reply #13 on: July 26, 2006, 04:28:05 pm »
great suggestion about the waterfall, im gonna look that up right now.

Also, about the pipes, i noticed that too and i think ill make a custom scenery pipe for that.

Date Posted: July 26, 2006, 03:22:19 PM
UPDATE---- I will soon be uploading a screenshot of CTF_twinislands v1.2, i will have to bug test the map before i upload it.

People who contributed-
crackadillicus- Suggested waterfall revamping (DONE!)
Also suggested revamping piping (NOW DONE!)
KamikazeDuck- Suggested revamping water (DONE! Water looks WAY WAY WAY better now)
Eagles_Arrows- soon to waypoint (thank you very much =]) (not done)

Date Posted: July 26, 2006, 04:10:47 PM


Another update: Background fade colors =] cant remember who suggested that, but thanks =]

Date Posted: July 26, 2006, 04:24:24 PM
i have decided to release the water sceneries in a scenery pack before releasing the map.
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Offline KamikazeDuck

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Re: CTF_twinislands v1.0 (v1.2 soon)
« Reply #14 on: July 26, 2006, 04:46:40 pm »
That looks much better, it's really good to see someone actually update and continue working on their map, using their criticism.

The water looks fantastic, as does the waterfall. That background looks much nicer and fits in with the theme.

If you're going to update the lights, I'd take a few of them away and make sure only one type of light is used. Also make the colour slightly opaque (80% maybe) and give them a saturated yellow colour.

Are those transparent polygons still there or have they been deleted? I can't tell  :P Maybe some tall wooden structures would look nice blocking the sides. It's your map, I'm sure you'll think of something.
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Offline Jeyrad

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Re: CTF_twinislands v1.0 (v1.2 soon)
« Reply #15 on: July 26, 2006, 04:56:17 pm »
Hehe, they are still there, was wondering what to replace them with. Thanks for the idea, i think i might just take it =p

Date Posted: July 26, 2006, 05:50:46 PM
Version 1.2 is now available for download.

For you lazy'uns, http://jeyrad.googlepages.com/ctftwinislands1-2.zip
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Offline jrgp

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Re: CTF_twinislands v1.2 (UPDATED!)
« Reply #16 on: July 27, 2006, 08:45:57 am »
It looks better with the new colors but you never chainged the colors of the light beams, they just look dull by just being white.
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Offline crackadillicus

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Re: CTF_twinislands v1.2 (UPDATED!)
« Reply #17 on: July 27, 2006, 03:06:34 pm »
much better.  shexy map yo

one last suggestion

for the posts under the outposts, where you can walk thru the bottom half, but not the top half of the posts - mebbe change that so you can jump thru & not have to walk under, and just place colliders on the posts so that you still have the end effect
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