Author Topic: ctf_Cats  (Read 2670 times)

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Offline Biggles

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ctf_Cats
« on: August 17, 2008, 12:19:49 pm »
Version 1.02
Polygons: 356
Scenery: 105
Spawns: 18
Colliders: 34
Waypoints: 172
Connections: 169

screenshot: http://www.your-images.org/pics/d266ac228c5ebafdff2aa10cbc2cdd50.bmp

Version 1.0
Polygons: 342
Scenery: 91
Spawns: 18
Colliders: 32
Waypoints: 0
Connections: 0

screenshot:
http://www.your-images.org/pics/909c9b0c839e8dd35bafd40c9edb4e5d.bmp

The map is not really ready I guess but it was too boring so I decided to not continue
and leave the mapmaking again until its fun again.

The background is not okay and the right and left sides could be larger and there its also lots of polybugs at the sides.
Otherwise is the map best played in 3v3, 4v4 I think, and if someone want to make it better feel free
Thanks El_spec for advices.

Date Posted: August 16, 2008, 02:55:05 pm
last update

Version 1.1 ctf_Cats2
Polygons: 460
Scenery: 132
Spawns: 18
Colliders: 32
Waypoints: 0
Connections: 0

Changes:
*Made the right and left side larger and tried to fix some polybugs.
*New background

http://www.your-images.org/pics/677c52553fedbdbcae5ff6563e556e97.bmp

http://www.your-images.org/pics/dc41a3d5b19523c6fbcd3c9410d0ef09.png
« Last Edit: August 25, 2008, 10:01:16 am by Biggles »

Offline ElSpec774

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Re: ctf_Cats
« Reply #1 on: August 17, 2008, 02:26:18 pm »
Small, but plays nicely, better than the current ctf_Death2.

I don't really have anything to criticize gameplay-wise.  I do like how you added a polygon border on the outer edges, looks nice.

Also, why is there a huge pile of scenery to the very far right of the map?  Open it up in PolyWorks and you'll see what I mean.

Offline Biggles

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Re: ctf_Cats
« Reply #2 on: August 18, 2008, 01:35:54 pm »
Yeah I see what you mean but I think its enough from here :) as it says last update :P

Offline Suowarrior

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Re: ctf_Cats
« Reply #3 on: August 18, 2008, 02:45:52 pm »
I'm glad u stopped with this map. The map is all about turning around, when u spawn, when catch flag, when escape with that. Also the top and bottom ways distinguish the players from each other, so it will be more like players playing many 1on1s, not really team play.  Can't really see potential with this one.

Offline Biggles

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Re: ctf_Cats
« Reply #4 on: August 21, 2008, 12:04:34 am »
I'm glad u stopped with this map. The map is all about turning around, when u spawn, when catch flag, when escape with that. Also the top and bottom ways distinguish the players from each other, so it will be more like players playing many 1on1s, not really team play.  Can't really see potential with this one.

Got an adivce to make it DM before this thought :)

Offline Suowarrior

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Re: ctf_Cats
« Reply #5 on: August 21, 2008, 02:49:31 am »
Well DM is a whole different thing. As a ctf map this won't do well. It's just that I don't feel DM maps are any interesting to do, cos there is no challenge, it's hard to bring up new ideas, and dm maps always plays well, no teamplay tactics. So making dm map u can only show ur prettyness of map, just my opinion.

Offline Mistercharles

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Re: ctf_Cats
« Reply #6 on: August 24, 2008, 09:51:54 pm »
Death2 exploded.

The change to the upper route is nice though. Death2's was just overused and a pain in the ass.
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Offline jrgp

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Re: ctf_Cats
« Reply #7 on: August 24, 2008, 09:58:29 pm »
I'm not sure if you know, but in the first image url you posted, you're missing the hyphen between the your and images.

As for the map, the shading looks okay, the layout is...as if you totally reconfig'd death2, in a good way though. I really like what you've done with the bridge.

eh, due to the reasons people have posted above, I give you a 6/10
There are other worlds than these

Offline Biggles

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Re: ctf_Cats
« Reply #8 on: September 08, 2008, 01:12:14 pm »
I'm not sure if you know, but in the first image url you posted, you're missing the hyphen between the your and images.

As for the map, the shading looks okay, the layout is...as if you totally reconfig'd death2, in a good way though. I really like what you've done with the bridge.

eh, due to the reasons people have posted above, I give you a 6/10

oh didnt notice that thanks, well the map is getting bit like d2

Date Posted: August 25, 2008, 11:03:14 am
Wraithlike made some fixes in the map and here it is, Last version again :P



screenshots
http://www.your-images.org/pics/ac44241594ccfa490d2b746d7073811f.bmp
http://www.your-images.org/pics/5576e47ab8deea5e6749a09175305162.bmp
http://www.your-images.org/pics/4569ece3783edb42626e370291d4885d.bmp

Offline Suowarrior

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Re: ctf_Cats
« Reply #9 on: September 08, 2008, 01:58:22 pm »
This seems a lot map I'm working on atm.

There is ONLY one reason why flags could be placed like this at center of map "only wall distinquishing them". The reason is here. If u add only player collide polygon to distinquish bases you can throw ur flag from enemy flag place to ur own flag place. Here it is done as good as it can be done. Throwing isn't made easy, I believe most of throws will drop down to bottom. The map is exciting. 

Also worth mentioning is that route which leads from top to flag, it surely makes smoothier going for flag.

Dunno if it's annoying or funny thing that the bases allow flag throws base to base but also shooting base to base. So u can kill enemy's flagger when he's trying to cap by camping ur own flag place. Nvm not a big problem.

Also there might be "capblocking". I mean when teammate sees that there is one enemy at flag and going to throw the flag for cap, the team mate flies to between of flag places to block flag going to base, or just simply try to shoot flag away.

One thing in gameplay is a problem which could be solved. A player can throw nades from center to behind the flag the nade explodes (especially when there's a collider) --- > the flag takes a boost from grenades and the center player can dig the flag from center and there he is with flag and no one had to go at enemy base. Sure it isn't the easiest thing to do at hectic battle. But I think it's one lame tactic which is possible here but it's easily fixed by adding small uphill. Of course it's possible this was at on ur minds on purpose.

The look is good, nice colors, good sceneryusage. The polys at bottom center looks bad.

Great map, great pimp Wraithlike
« Last Edit: September 08, 2008, 02:14:18 pm by Suowarrior »

Offline jerich

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Re: ctf_Cats
« Reply #10 on: September 08, 2008, 05:24:25 pm »
The problem I see here is that the the main route which should be top is not as open as your alternate route. Your alternate route, even though it's bigger, will probably be less used since it's so easy to contain low. Here's what I did in 3 minutes to open up your top and make use of low. Different from Wraithlike's ideas, but the open low is just bothering me too much...

http://img144.imageshack.us/my.php?image=cats2rg4.jpg

The main concept of the flag dropping low and total chaos is still applicable, without too much traffic in the little openings of your "MAIN" route top.

I wouldn't doubt that you wouldn't like the idea, but it's merely a suggestion.
I do kind of like Wraithlike's twist to it, but still not finished.
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Offline Biggles

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Re: ctf_Cats
« Reply #11 on: September 09, 2008, 01:42:49 pm »
It is only players collied

Date Posted: September 09, 2008, 06:18:50 am
The problem I see here is that the the main route which should be top is not as open as your alternate route. Your alternate route, even though it's bigger, will probably be less used since it's so easy to contain low. Here's what I did in 3 minutes to open up your top and make use of low. Different from Wraithlike's ideas, but the open low is just bothering me too much...

http://img144.imageshack.us/my.php?image=cats2rg4.jpg

The main concept of the flag dropping low and total chaos is still applicable, without too much traffic in the little openings of your "MAIN" route top.

I wouldn't doubt that you wouldn't like the idea, but it's merely a suggestion.
I do kind of like Wraithlike's twist to it, but still not finished.

sorry but that looks horrible :D even if it was only 3mins :)

Offline Blue-ninja

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Re: ctf_Cats
« Reply #12 on: September 09, 2008, 01:51:59 pm »
This map is sweet. Great pimpin' by Wraithlike. Every route is useable and useful, it seems.

The flag-throwing concept was done before by me, except that it was just a couple of boxes with opposing teams in each one. Very similar to that one, but my map mostly depended on flag throwing luck and randomised spawns. It's come a long way since then. And I love it.

Offline jerich

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Re: ctf_Cats
« Reply #13 on: September 09, 2008, 02:09:15 pm »
It figures, of course you'll say it LOOKS horrible. Remember, I don't care how bad it looks, as long as it's a fun play.

The modifications of Wraithe doesn't change the fact that you're top route is too condensed. You're main route should usually be bigger than your alternate route. And in this case, TOP is the fastest route to the flag. Even in Death2, the top route is more open than this top. Yet, this plays certainly close to Death 1 simply because you placed your flags in your base. It will just be a lot of deaths because of the diffculty to get the flag in the base. Low will certainly die alot because it can be easily contained. And I believe the least played cw matches pre-1.3 was Death and I think post 1.3 Death2 is close to being the least played. And with the shifting of a more defensive soldat nowadays, I don't think we need another defensive map.
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