Author Topic: ctf_Krank  (Read 1513 times)

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Offline chutem

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ctf_Krank
« on: September 08, 2008, 04:09:58 am »
ctf_Krank

By Chutem
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A map with industrial feel, may or may not be finished, I haven't decided yet :P.


(^Click To Enlarge^)

Screenshots:



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This Map Is Hosted By jrgp's Soldat Mapping Showcase SHOT BRO
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Offline ~Niko~

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Re: ctf_Krank
« Reply #1 on: September 08, 2008, 04:33:55 am »
This map has sweeeet shades, good desing, does the beam stop the bullets? Well anyways i think that map will be lagging no? So much scenery.

Offline chutem

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Re: ctf_Krank
« Reply #2 on: September 08, 2008, 04:36:41 am »
The shadows are made with transparent polys, I might change them to sceneries, but I noticed no lagging between Kampf and this map.

The yellow things stop people only, the beam stops nothing.

Oh yeah, there are some colliders in the wires as well, so sometimes you can shoot/nade through, someitimes you can't.
« Last Edit: September 08, 2008, 04:38:34 am by chutem »
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Offline Avarax

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Re: ctf_Krank
« Reply #3 on: September 08, 2008, 06:09:34 am »
Best usage of transparent polygons I have seen yet. I attempted at such shadows aswell some time ago but it was too complicated for me ;D
Kudos for succeeding in such a great way with that technique.
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Four I'm under the host

Offline Suowarrior

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Re: ctf_Krank
« Reply #4 on: September 08, 2008, 09:07:36 am »
Agree with Avarax, wonderful looks, nice soldat art

Shame it will stay at art, bugsy polys, unsmooth design, boring layout

Offline Blacksheepboy

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Re: ctf_Krank
« Reply #5 on: September 08, 2008, 07:38:40 pm »
Reminds me a little bit of something you could find in Half Life.

Nice polyart I must say. If you know what's wrong with the layout and fix it up...this would be pretty awesome. I haven't played it yet...

Offline ElSpec774

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Re: ctf_Krank
« Reply #6 on: September 08, 2008, 08:04:32 pm »
I must say I'm rather impressed with this map, and it's only your third.  I really did appreciate that fact that you took a majority of my advice from your previous map into this one.

Visually, I'm stunned.  I agree with Avarax, best damn polygon shadow effects I've seen yet.  And most of the scenery is default as well, great usage and choice.

However, every map has it's cons

-You need to overlap your polygon edges, the map felt somewhat buggy walking though it.  Check the attachments for more info

-Some bonuses still spawn into polygons, but it isn't a huge issue, you did however space them out more, took advice from me, which is good.

-I can imagine most players will simply try to rush through the middle route, it's quite confusing if you haven't played the map before, but that's mostly the player's fault anyway.

-Some polygons were hard to tell from the background, check the screenshot

-And the name sucks.  I mean, Krank?  Come one, give me a break, you can do better than that

Overall, it's quite enjoyable, minor issues, but not severe enough to have an update.  I imagine this will be on custom-map servers, if they have a chance to discover it.  If you have a TMS account, upload this immediately, chances of it being at servers increases 10 fold.


Offline chutem

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Re: ctf_Krank
« Reply #7 on: September 09, 2008, 12:19:09 am »
:D.

Thanks, I spent quite a bit of time working on the shadows and such.

As for layout, yeah, I suck at that i guess. Might head on over to the mapping ideas place where layouts are put forward.

Poly overlapping... It just doesn't feel right to me. And I don't want there to be visible seams between polygons, but I don't know how else to fix that problem. Might need to spend some time experimenting with that.
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Offline -Zombie-

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Re: ctf_Krank
« Reply #8 on: September 09, 2008, 12:34:32 am »
This map looks awsome :o

Yeah this map is great. I kinda have the same shading in one of my maps (haven't uploaded yet) but yours looks way better. I'm gonna download it and test it out and might comment on the gameplay (may not).

Offline Blue-ninja

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Re: ctf_Krank
« Reply #9 on: September 09, 2008, 01:12:32 am »
:D.

Thanks, I spent quite a bit of time working on the shadows and such.

As for layout, yeah, I suck at that i guess. Might head on over to the mapping ideas place where layouts are put forward.

Poly overlapping... It just doesn't feel right to me. And I don't want there to be visible seams between polygons, but I don't know how else to fix that problem. Might need to spend some time experimenting with that.

You can still use the grid for poly overlapping. That way, the map wouldn't look so lopsided and weird. :)

As for the layout, I felt kinda claustrophobic, which is good to say the least. Nice atmosphere you have there. :D

Offline Suowarrior

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Re: ctf_Krank
« Reply #10 on: September 09, 2008, 10:16:20 am »
I can imagine most players will simply try to rush through the middle route, it's quite confusing if you haven't played the map before, but that's mostly the player's fault anyway.

The center green light is only player collide polygons. So there isn't middle route.

Offline ElSpec774

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Re: ctf_Krank
« Reply #11 on: September 09, 2008, 01:35:47 pm »
Yes, that I know.  I was simply stating that players who haven't played the map before won't know that and naturally assume that you can go through it.