Author Topic: ctf_Cats by B&W (Updated Again)  (Read 3351 times)

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Offline Wraithlike

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ctf_Cats by B&W (Updated Again)
« on: September 09, 2008, 05:48:26 pm »
Anyway Here is a new version of Cats.

Version 1.02
*Changed so you cant "Lame throw nades" so that the flag will drop down
*New bottom
*Fixed some sceneries

Screenshot of the bottom:
http://www.your-images.org/pics/d366cd4ef95bc79454d3501a3ede6bf8.bmp

Overlook:


Downlode

« Last Edit: September 14, 2008, 01:08:42 pm by Wraithlike »

Offline Blue-ninja

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Re: ctf_Cats by B&W (Majorly Updated)
« Reply #1 on: September 09, 2008, 08:34:21 pm »
Gar. Good job waypointing this map. From what I saw in Polyworks, the waypoints look like something I'd do if I decided to do this myself, except for the parts where some waypoints are in the polys so to avoid bots being told what to do next at the end.

Only problem with the bots on this map is that they can't get out of the little niche at the bottom middle of the map, and they unsuccessfully jetted across the top route, and fell down to the bridge. Waypoint's pretty good otherwise.

In which case, ctf_cats is one of my favorite unconventional CTF maps.

Offline Suowarrior

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Re: ctf_Cats by B&W (Majorly Updated)
« Reply #2 on: September 10, 2008, 02:07:19 am »
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 though only player collide 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

The map is impossible to waypoint, it can't be tested with bots.

Offline Wraithlike

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Re: ctf_Cats by B&W (Majorly Updated)
« Reply #3 on: September 10, 2008, 05:30:17 pm »
It can, and has been waypointed, it's just that the true experience involving flag throwing is wasted on bots. And thanks, when he first released, I saw how huge the maps potential would be with some minor changes.

Offline Suowarrior

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Re: ctf_Cats by B&W (Majorly Updated)
« Reply #4 on: September 11, 2008, 12:02:18 am »
Well yeah it's waypointed, as good as possible, but the fact is bots can only get flag if they choose to attack the top route (and even then the bot may get to middle). The bottom and middle route when bots see the enemy, they start killing each other, bots won't follow ur wypts, when bot has killed the other one, it's out of track, and after a few second the next enemy jumps from spawn to battle. So bot on middle or bottom route will never (except some exceptions) reach the flag.

Offline Wraithlike

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Re: ctf_Cats by B&W (Majorly Updated)
« Reply #5 on: September 11, 2008, 12:07:18 am »
I'm completely aware of that, but sadly, the nature of waypoints make it impossible to fix, due to how bots react to eachother.

Offline Biggles

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Re: ctf_Cats by B&W (Majorly Updated)
« Reply #6 on: September 12, 2008, 02:40:03 am »
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 though only player collide 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

The map is impossible to waypoint, it can't be tested with bots.

as you say its easily fixed with small hills or something(but I dont know if it wass meant too so), and also the bottom Polys could be fixed, I played the map yesterday and noticed a small bug at the higher route that has to fixed aswell

Date Posted: September 11, 2008, 04:41:22 am
It semmes like someone rated this map without saying whats bad with, I mean if you rate a map with for exampel 4/5 stars you proabably should say whats missing in the map otherwise its not usefull to rate maps.

Offline jerich

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Re: ctf_Cats by B&W (Majorly Updated)
« Reply #7 on: September 12, 2008, 12:14:28 pm »
As I said before, your map is way too defensive. The bottom is easily managable to defend and whoever is defending on top has the advantage. As you can see your top is not only small, but is slanted INWARDS. A defender can just hover on base top and since it's such a small opening, he/she can fend of by just spraying downward. But if you had it slant OUTWARDS, then that gives the advantage to the rusher because of height advantage, and the small opening to spray into. This keeps the flow of the map going and not make this another boring stalemate/low-capping map.

I'm sure you already read what I wrote on your other thread and didn't bother to reply, but I'm just offering constructive criticism, I'm not trying to put down your work.

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Offline Biggles

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Re: ctf_Cats by B&W (Updated Again)
« Reply #8 on: September 15, 2008, 02:56:59 pm »
I get what you mean Jerich but I guess its meant to use tactics maybe. Otherwise I think its hard for the defence to be in all places at the same time. Think like this
A player kills the other play high and at the lower/middle route the enemy player also dies. Then its just the def alone there and it will be hard to control both. I dont know but its just thoughts, But what I know is that if you get into the enemies higher base then you will get advantage.

Anyway Here is a new version of Cats.

Version 1.02
*Changed so you cant "Lame throw nades" so that the flag will drop down
*New bottom
*Fixed some sceneries

Screenshot of the bottom:
http://www.your-images.org/pics/d366cd4ef95bc79454d3501a3ede6bf8.bmp

Overlook:

« Last Edit: September 17, 2008, 01:31:37 am by Biggles »

Offline vandercluus

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Re: ctf_Cats by B&W (Updated Again)
« Reply #9 on: September 16, 2008, 03:22:48 am »
Fixed a small polybug on the upper way ( marked with green) and uploaded it to soldat://server.selfkill.com:35874/earth .

Offline Biggles

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Re: ctf_Cats by B&W (Updated Again)
« Reply #10 on: September 17, 2008, 01:30:52 am »
Fixed a small polybug on the upper way ( marked with green) and uploaded it to soldat://server.selfkill.com:35874/earth .


Okay did you fix that problem? :P

Anyway's this map isnt simple enough since the flag throwing is not somethíng easy. This map maybe can get a place in some gather or something(if its good enough). But now I have learnt from SouW that its the simple maps thats hard to make and thats what I should try do instead.
« Last Edit: September 17, 2008, 01:39:10 am by Biggles »