Author Topic: ctf_Iron  (Read 4705 times)

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Offline Ekoz

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Re: ctf_Iron...i'm on a roll! Edit: not Gyro anymore...
« Reply #20 on: September 06, 2008, 08:59:16 pm »

remade ctf_Iron

download soon...

oh, and don't worry. i'll bring the Gyro idea back. don't you worry. mabey not now, but when i get better, you'll see it back and better than ever.

Date Posted: September 06, 2008, 09:54:31 pm
« Last Edit: September 06, 2008, 09:33:24 pm by Ekoz »
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Offline ~Niko~

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Re: ctf_Iron...i'm on a roll! Edit: not Gyro anymore...
« Reply #21 on: September 06, 2008, 09:01:49 pm »
oh, and don't worry. i'll bring the Gyro idea back. don't you worry. mabey not now, but when i get better, you'll see it back and better than ever.
I hope such thing :)

Ah, and don't worry if ElSpec starts flaming, he's always that way, just try to pick the "constructive criticism", it's encrypted between the insults and the flaming. He thinks that's the way to do the things ;)

btw i go sleep cya

Offline Ekoz

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Re: ctf_Iron...i'm on a roll! Edit: not Gyro anymore...
« Reply #22 on: September 07, 2008, 02:39:38 am »
ok, well, i integrated as much as i could, and even attempted to bring back the "Gyro".



i pulled the download because, even though it looks good, i know there will be something, so i'll wait till this new part is done being inspected.

Date Posted: September 06, 2008, 10:33:05 pm
EDIT:; there was a slight problem, so i elongated the bottom tunnel. basically, imgagine the middle divider split in half, and elongated, while the sides go backwards.

kinda like:

|||)**||||||||||**(||
||(_______________)||

instead of:
||||||||||)*|*(||||||||
|||||||||(_____)|||||||

oh, and i might just rejuvinate the gyro idea for a team deathmatch map. who cares if you have the low or high ground in those?
« Last Edit: September 07, 2008, 02:41:19 am by Ekoz »
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Offline ~Niko~

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Re: ctf_Iron
« Reply #23 on: September 07, 2008, 04:34:06 am »
I'd integrate the gyro effect to a deathmatch, but that'd be so hard to translate into soldat that... ill draw something for you ;)

Offline ElSpec774

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Re: ctf_Iron
« Reply #24 on: September 07, 2008, 03:31:33 pm »
Niko, you're completely unaware of harshness.  You must be soft as a marshmallow in the inside because I wasn't even attempting to flame him nor would I.

And advice?  I already gave it, as I said in my first post, study the default map layouts.  This simply means how each route in the map serves a use and equal almost the same amount of time to move through.  Not to mention how the scenery, polygon, and spawn point jobs are done and how it makes a good map.  You don't need to completely make a map default style to have these basic elements.  All I was saying was him to learn the basics and what makes a good map and what doesn't.

And you seem to be the only mapper I know who hasn't improved when you had many chances in the past.  But only didn't because you couldn't take negative feedback, mainly from Viggoloniggolo.  Well, I have news for you buddy, he gives the best feedback out of anyone on the forum.  Yes, I will agree he is harsh and even an ass at times, but that's only out of his honestly and that's what makes the mapper better.  Like this scenario, who do you think would make a better tutor, one who doesn't even bother to yell at you when you get questions wrong and has a lay-back style or one who is strict and harsh?  Same thing here.

For the map, players won't use the lower route.  It'll take too long to move through and players would not see benefits by moving though it.  Unless you add medickits, bonuses, or something, it's pointless to have it.  And you can ask any mapper on this and they will agree with me.  And much better with the flag bases.

Offline ~Niko~

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Re: ctf_Iron
« Reply #25 on: September 07, 2008, 06:06:15 pm »
I didn't care about being good, just having fun  :-*

And btw all your flaming is unnecessary, don't piss me off  :-*

Offline Blacksheepboy

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Re: ctf_Iron
« Reply #26 on: September 07, 2008, 09:21:39 pm »
Wtf... from what I understand, everyone here is blowing El_Specs words out of proportion. Take the words for face value. Anyway, I wouldn't call his posts flaming. That is just you complaining that they are too "harsh" ::)

Personally, I would have trashed the map, but it appears that you are simply struggling against the gale to create something better. G'luck Ekoz.
« Last Edit: September 07, 2008, 09:25:31 pm by Blacksheepboy »

Offline chutem

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Re: ctf_Iron
« Reply #27 on: September 08, 2008, 03:36:25 am »
That tunnel is too windy at the bottom IMO.

Make it more smooth, like:

|||||||||||||||||||||||||||||||||
            \|||||||||/
||||\                         /|||||||
|||||||||||||||||||||||||||||||||

It would be much easier to move through, I for one hate doubling back while attacking. And make the edges sharp like that, it will still look man-made, but not ugly.
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Offline Ekoz

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Re: ctf_Iron
« Reply #28 on: September 08, 2008, 09:39:39 am »
actually, i'm getting completely rid of the bottom path. not really because of what El said, but because it is WAAAAAAY too easy to score through.

i came up with a rather cool idea for a new ctf_Gyro though.
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Offline ElSpec774

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Re: ctf_Iron
« Reply #29 on: September 08, 2008, 01:49:31 pm »
Good that you got rid of the lower route, you will not regret it.


Offline Ekoz

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Re: ctf_Iron
« Reply #30 on: September 08, 2008, 03:00:22 pm »
it's not because of what you said, really though. you could just jump up, grab it, and score through the lower route in about 7 seconds.
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Offline MiStErDuRe

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Re: ctf_Iron
« Reply #31 on: September 17, 2008, 05:31:50 am »
this is a good map its realy hehehe

and fun......

Offline Dusty

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Re: ctf_Iron
« Reply #32 on: September 17, 2008, 11:20:01 am »
Spec you really think you're a brilliant mapper, do you. Oh please... "(:"

For the map, I think you should add some color into it. Now it's basically just a black box with a few red & blue polies.

Offline Ekoz

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Re: ctf_Iron
« Reply #33 on: September 17, 2008, 01:44:15 pm »
huh? i don't think i'm awsome. i just think i'm getting better.

i guess i could add color. but it is supposed to be kinda like bleak looking. kinda like someone took all their anger and hate and turned it into a cavern.

why'd i choose to do it that way?

because randomness makes the world go round. but too much is bad.
« Last Edit: September 17, 2008, 01:53:01 pm by Ekoz »
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Offline Dusty

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Re: ctf_Iron
« Reply #34 on: September 17, 2008, 02:22:12 pm »
For me it's just too plain. The map would look much better if you used more tones of black in the large parts of the map.

Offline Ekoz

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Re: ctf_Iron
« Reply #35 on: September 17, 2008, 05:08:53 pm »
i guess i could do that. like darker near the rim?
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Offline ~Niko~

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Re: ctf_Iron
« Reply #36 on: September 18, 2008, 08:43:37 am »
Make the map like x3 times bigger, I don't know what to put there if you do so, but IMO, the map would get more interesting, those 3 soooo close bunkers make high-and-low parts non-merged ways, and nobody will go through them.
« Last Edit: September 18, 2008, 08:46:44 am by ~Niko~ »

Offline Ekoz

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Re: ctf_Iron
« Reply #37 on: September 20, 2008, 12:19:31 pm »


new Iron
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Offline ~Niko~

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Re: ctf_Iron
« Reply #38 on: September 20, 2008, 12:38:10 pm »
Better than before ;) But in the high part, the lower thingy... isn't that too much spiky?

Also, remove the damn grid at once, for gods sake.

Offline Ekoz

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Re: ctf_Iron
« Reply #39 on: September 20, 2008, 12:41:35 pm »
sorry. totally forgot about the grid :P

as for that protruding thing the light parts are DC. it may be spiky, but it looks cool :P plus it works out pretty well.

as for waypointing, can somebody if not do it for me, teach me at least?
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