Home
Forum
Rules
Search
Login
Register
February 03, 2025, 09:04:07 pm
Welcome,
Guest
. Please
login
or
register
.
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
News:
G&S Host
is hosting quality Soldat servers for rental (USA, Australia, Germany). 24/7 Uptime servers in High Quality+Super Fast Datacenters! Please support these communities by renting a server.
Official Soldat Forums
Soldat Maps & Mapmaking
Mapping Ideas / General Discussions
(Moderators:
Wraithlike
,
As de Espada
,
Suowarrior
)
ctf_prong's idea
« previous
next »
Pages: [
1
]
Author
Topic: ctf_prong's idea (Read 1674 times)
0 Members and 1 Guest are viewing this topic.
Blue-ninja
Veteran
Posts: 1419
ctf_prong's idea
«
on:
August 17, 2008, 06:55:48 pm »
Okay, I just wanted to try something different other than a normal ctf map, and I wanted something fast and fun. This is the layout and the spawns I came up with. And here's my intention...
The flags are far away from either team's spawn points, there aren't any nadepacks in bravo team's route, because of height advantage, and all the nade packs are on the lower grounds because of that same reason.
Alpha team's route has a 'ramp' at the end of it, so they can easily jet up to the first platform and then the blue flag's platform, but then they'd have to go down to their own flag to score. When jetting up to the blue flag, they're vulnerable to attacks.
Meanwhile, Bravo team initially has the height advantage and can intercept alpha team easily, but Alpha team's red flag is on the bottom, whereas they'd go down to get it, and jet up to their blue flag where they as well will be vulnerable to enemy attacks.
In the first leg of that map, everyone's racing to see who gets to whose flags first. Sometimes there are defenders with a height advantage, but there's no nade packs near the top, so they could easily be killed by anyone who went there from the bottom of the map. Usually, when one gets the first flag, there's another team who's fighting to keep them from scoring.
Layout help, balance help, spawn points help is greatly appreciated. This map is only in the beta stage, so scenery doesn't exist, and shading is merely basic.
Logged
mar77a
Global Moderator
Veteran
Posts: 1295
mad
Re: ctf_prong's idea
«
Reply #1 on:
August 17, 2008, 07:24:42 pm »
map's probably way too fast
looks like a laying down version of ctf_x, will be kinda hard to balance and where the hell does the action take place?
ps: sorry about lack of constructive criticism but i'm especially lazy right now
Logged
SCTFL
SNAG
ASD comics
jrgp
Administrator
Flamebow Warrior
Posts: 5037
Re: ctf_prong's idea
«
Reply #2 on:
August 17, 2008, 07:44:54 pm »
I admit it looks fun and interesting, but I just can't help but think that people will be camping and nade spamming from the area under the flags. Maybe...make that place a lava waste land with spikes and crap?
Logged
There are other worlds than these
Blue-ninja
Veteran
Posts: 1419
Re: ctf_prong's idea
«
Reply #3 on:
August 17, 2008, 07:54:17 pm »
That's the trouble right there :/ I want to place nades in the map, but it has to be so sh*t like that don't happen. Hurting polies may work, but depending on the amount of jets the map may/should have, it'd be a long time before the spammers die.
Assuming the action does take place where the flags are, which will be most likely. People die, they go back to the place where it's isolated from the action. Another problem would be the spawners, but Bravo team's place does have a high ceiling so people can jet out of reach of some saws. I'd have to do the same for Alpha team's as well.
I'll post a download later on.
Logged
Hair|Trigger
Veteran
Posts: 1595
HT|
Re: ctf_prong's idea
«
Reply #4 on:
August 18, 2008, 03:09:43 am »
That looks ok providing Blue team doesn't nade spam when they come out of the tunnel
Logged
Player since late 2007
Magus86
Soldier
Posts: 173
Re: ctf_prong's idea
«
Reply #5 on:
August 18, 2008, 04:54:37 pm »
Hmmm... You're giving alpha all the kits... Height advantage or not, it doesn't matter if alpha can keep running back to the health and grenades, while Bravo is left high and dry.
Logged
Blue-ninja
Veteran
Posts: 1419
Re: ctf_prong's idea
«
Reply #6 on:
August 19, 2008, 06:25:21 pm »
Here's the map download. It's not completely finished, of course. I just added colliders and made a few poly fixings.
Logged
chutem
Veteran
Posts: 1119
Re: ctf_prong's idea
«
Reply #7 on:
August 20, 2008, 12:18:25 am »
Bravo doesn't really have enough of a height advantage.
at the start as the alpa team comes out of their tunnel, and the bravo team goes over them, they could each throw a nade at bravo's feet, they will get lots of kills, If they are good/lucky enough they could kill the whole team at that one intersection and get a free cap + control of the map.
If the height advantage of bravo was out of nade reach, it would probably be more balanced.
Logged
1NK3FbdNtH6jNH4dc1fzuvd4ruVdMQABvs
Blue-ninja
Veteran
Posts: 1419
Re: ctf_prong's idea
«
Reply #8 on:
August 20, 2008, 12:22:22 am »
There isn't a nade pack in Alpha's tunnel in that .pms download.
Logged
chutem
Veteran
Posts: 1119
Re: ctf_prong's idea
«
Reply #9 on:
August 20, 2008, 12:30:32 am »
But the players will start off with at least one grenade on most ctf servers.
Logged
1NK3FbdNtH6jNH4dc1fzuvd4ruVdMQABvs
Blue-ninja
Veteran
Posts: 1419
Re: ctf_prong's idea
«
Reply #10 on:
August 20, 2008, 01:14:36 am »
In that case, colliders seem to be the only solution to the nade-spam-only-once problem.
Logged
chutem
Veteran
Posts: 1119
Re: ctf_prong's idea
«
Reply #11 on:
August 20, 2008, 01:28:27 am »
Yeah, that actually is a good solution.
Logged
1NK3FbdNtH6jNH4dc1fzuvd4ruVdMQABvs
Pages: [
1
]
« previous
next »
Official Soldat Forums
Soldat Maps & Mapmaking
Mapping Ideas / General Discussions
(Moderators:
Wraithlike
,
As de Espada
,
Suowarrior
)
ctf_prong's idea