Author Topic: htf_Mythos  (Read 6719 times)

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Offline Wraithlike

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htf_Mythos
« on: September 14, 2008, 05:43:29 pm »
« Last Edit: September 16, 2008, 08:21:18 pm by Wraithlike »

Offline Espadon

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Re: htf_Mythos
« Reply #1 on: September 14, 2008, 06:08:44 pm »
Wow, absolutely smashing! Eh, TMS link isn't working on my end though.
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Offline Blue-ninja

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Re: htf_Mythos
« Reply #2 on: September 14, 2008, 06:52:12 pm »
I'm going to comment on this map under the impression that I know nothing about HTF gameplay/layout. (I downloaded it)

If this was another one of those default map/default texture things, I would have beaten you to death (No offense), but thank god, this custom scenery/custom texture map is like a breath of fresh air in all the new default scenery manipulation stalemates.

Cockmongle more. :D

Offline jrgp

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Re: htf_Mythos
« Reply #3 on: September 14, 2008, 09:10:39 pm »
Wow, absolutely smashing! Eh, TMS link isn't working on my end though.
Works for me: http://tms.jrgp.org/?download=871
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Offline Wraithlike

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Re: htf_Mythos
« Reply #4 on: September 16, 2008, 06:04:05 pm »
« Last Edit: September 16, 2008, 08:22:24 pm by Wraithlike »

Offline ElSpec774

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Re: htf_Mythos
« Reply #5 on: October 01, 2008, 07:33:05 pm »
I've pondered this map sometime, hoping I won't have to comment on it or give constructive criticism.  Apparently, I was DEAD WRONG.

I don't even know what the hell you were thinking going back to this style, didn't you vow to only do default?  I did see that you didn't make this map a complete poly**** like you did with your other maps, I have to congratulate you on that either way.

But I can easily say, I'm not a fan of this map, at all.

For a map of this size and fast-pace-ness, you add WAY too many spawns.  It's practically impossible to not get spawn-killed on this map.

What the **** is with that weird-ass squid thing in the middle?

The layout is too prone to cheap Rugertards and Spas-whores.  Maybe next time you try to curve the tunnels a bit more.  I made a simple suggestion,I'm assuming you'll know what to do.

How could you have blood on certain places of the map and not have anything around them that could potentially cause it?

Bots get stuck around corners and such.

I don't what kind of drugs you've been doing lately, but it's really screwing with how you make maps.

Offline jrgp

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Re: htf_Mythos
« Reply #6 on: October 02, 2008, 07:02:34 am »
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I've pondered this map sometime, hoping I won't have to comment on it or give constructive criticism.  Apparently, I was DEAD WRONG.
During your entire mapping career, I have not seen you make single post containing real and useful constructive criticism.

I don't what kind of drugs you've been doing lately, but it's really screwing with how you make maps.
I am quite sure that you have been on crack for a very, very long time. I have yet to see a single map of yours that looks and plays a fourth as good as any of Wraithlike's maps.

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For a map of this size and fast-pace-ness, you add WAY too many spawns.  It's practically impossible to not get spawn-killed on this map.
There is nothing wrong with having so many spawns and in fact it might even add to the game. There you are, running down a corridor and all of a sudden someone spawns in front of you. You can't kill him immediately because of Soldat's second or so of spawn protection so he runs through you with a chainsaw.

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How could you have blood on certain places of the map and not have anything around them that could potentially cause it?
Have you considered the idea that Wraithlike intended the map to look like it's been the host of insanely bloody battles in the past?

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The layout is too prone to cheap Rugertards and Spas-sex machines.  Maybe next time you try to curve the tunnels a bit more.  I made a simple suggestion,I'm assuming you'll know what to do.
Would you mind telling me how curving the tunnels would help at all? If anything that'd just make nade throwing around the corners easier, which wouldn't add much to this map.

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I don't even know what the hell you were thinking going back to this style, didn't you vow to only do default?  I did see that you didn't make this map a complete poly**** like you did with your other maps, I have to congratulate you on that either way.
Are you saying that all default looking maps are polycrap?    :o
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htf_Mythos is GOOD
« Reply #7 on: October 02, 2008, 12:40:11 pm »
Elspec, i don´t know what the shit about this map should be, it´s a realy good map!
Ruger and Sniper-Mates don´t have a adventage, on this Map Spas is ROCKING!

Gameplay very good, Map looks very pretty at all, just this thing in the middlepart (should it be something like a demon? ;D) is s***ing I think, the bots are too silly to jump/fly over it, so they just stay there and u can shoot them down [pigtail]

Offline ElSpec774

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Re: htf_Mythos
« Reply #8 on: October 02, 2008, 01:42:35 pm »
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During your entire mapping career, I have not seen you make single post containing real and useful constructive criticism.

That's because you're blind, every post I make has SOMETHING useful.  I'm not like you who only comments judging entirely by the screenshot.

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I am quite sure that you have been on crack for a very, very long time. I have yet to see a single map of yours that looks and plays a fourth as good as any of Wraithlike's maps.

As I said earlier, you never actually try them.

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There is nothing wrong with having so many spawns and in fact it might even add to the game. There you are, running down a corridor and all of a sudden someone spawns in front of you. You can't kill him immediately because of Soldat's second or so of spawn protection so he runs through you with a chainsaw.

Yes, having too many spawns is a problem.  Like you just said, if you can't kill him, he sure can kill you.  That's what spawnkilling IS.

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Have you considered the idea that Wraithlike intended the map to look like it's been the host of insanely bloody battles in the past?

If that's the case, where are the corpses, bones, etc?

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Would you mind telling me how curving the tunnels would help at all? If anything that'd just make nade throwing around the corners easier, which wouldn't add much to this map.

That wouldn't make the map so easy to straight Barrette/Ruger shots. 

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Are you saying that all default looking maps are polycrap?    :o

If you've seen his earlier maps, they contain an unbelieable amount of polybugs and Wraithlike admited himself that they are complete poly****s.  I simply stated that great job with covering certains spots with polygons and overlapping several areas. 

DarkCrusade

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Re: htf_Mythos
« Reply #9 on: October 02, 2008, 03:55:08 pm »
Elspec, I played the map, I know that these Spawns are good, and less spawns would make the map not so good like it´s now! No Spawnkilling

Eventualy the blood remains, but the bodys are away caus someone dont wanted others to see it?

From a screenshot u can see much, dont be kidding he is not saying shit, I dont know how often he trys maps, but I dont care, as long as he has suggestions

Isn´t easy to play Ruger/Barret, caus there are just 2 good pos for free Snipering

Offline Eagles_Arrows

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Re: htf_Mythos
« Reply #10 on: October 02, 2008, 06:33:47 pm »
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Have you considered the idea that Wraithlike intended the map to look like it's been the host of insanely bloody battles in the past?

If that's the case, where are the corpses, bones, etc?

Why the feck are you making a big deal out of this?  Blood is everywhere on vig's maps (see htf_Saw), yet you never question its origins.  Maybe you're so pissed that Wraithlike returned to his "roots" you want to point out and ridicule every single visible aspect of this map.

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Offline Wraithlike

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Re: htf_Mythos
« Reply #11 on: October 02, 2008, 07:30:34 pm »
I don't even know what the hell you were thinking going back to this style, didn't you vow to only do default?  I did see that you didn't make this map a complete poly**** like you did with your other maps, I have to congratulate you on that either way.
I doubt I ever vowed to only make default styled maps. I make whatever map I want to. And I'd like to know what other maps you mean, because I haven't released a map with over 1000 polys since sometime in 2007. It seems a little petty to judge this off of old maps, especially from a time when very few mappers were making maps to suit gameplay, such as this one.


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For a map of this size and fast-pace-ness, you add WAY too many spawns.  It's practically impossible to not get spawn-killed on this map.
Ok, this is just wrong. You simply don't understand what spawn killing is. Spawn Killing is the act of killing a freshly spawned player, usually wielding an m79, or barret, who is unable to defend themselves. Any competant mapper, especially regarding Htf, would know that more spawns would prevent this. A player is given fair warning when a player spawns through an obvious noise, and visual, and

Aditionally on a map that lacks symmetry a greater number of spawns are needed to maintain balance, as each spawn cannot simply have an analogous spawn on the opposite side. To remedy this I have given each Bravo spawn an Alpha spawn with similar advantages, but also given Alpha a extra spawn because of the irregularity.

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What the **** is with that weird-ass squid thing in the middle?
You clearly aren't a fan of Lovecraft. Regardless, it provides cover in one of the flag areas, and makes initial grabs more chaotic, and can help players escape more safely.

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The layout is too prone to cheap Rugertards and Spas-sex machines.  Maybe next time you try to curve the tunnels a bit more.  I made a simple suggestion,I'm assuming you'll know what to do.
Actually, extensive playtesting has shown me that although certain weapons have advantages in situations. Generally the inside favors spas users who keep on the move and set up situations where they can get shots off close to the player. Though effective, the trajectory of spas bullets make them very inneffective in the longer hallways. This is where autos reign supreme. They can trap players by coming in from above and catching players stuck in the halls. The more vertical areas definitely are advantageous to DEagle, Ruger, and M79 users, because they can kill quickly, and keep at a safe enough distance to have some saftey. Spas users can also be effective when attacking from above. Barret users are best outside of the structure, or camping the tunnels, but the multitude of routes allow a smart player to avoid his line of fire, and attack from above with grenades. They can also use the collider to keep covered and advance while crouched.

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How could you have blood on certain places of the map and not have anything around them that could potentially cause it?

actually if you looked more closely, the map is littered with skulls and bodies. There are also only 2 instances of blood. One under the shrine, and those are human sacrifices. And the other is the hand prints, which don't have a body because their creator isn't dead. They also add to the ghostly theme of the map.

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Bots get stuck around corners and such.
Can't argue. It's just bot stupidity. They are generally reacting either to something through polys, or a nade kit that they're too dumb to find their own way to. Sadly these problems are fairly unavoidable. Any waypointer would agree.


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don't what kind of drugs you've been doing lately, but it's really screwing with how you make maps.

I think you mean, "this map" and I'm not on drugs. You're just groping around for insults, perhaps because you can't think of more reasonable feedback to this map withough losing your psuedo-vig persona.

DarkCrusade

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Re: htf_Mythos
« Reply #12 on: October 02, 2008, 07:44:44 pm »
Must realy agree with Wraithlike ...
but there is one aspect I realy dont like on this map, and thats the thing in the down part, this demon or what it should be (greeen :D) , could u make the bots come away from this or just make it rounder, so that it´s not as big as now ;D

Offline Lapis Lazuli

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Re: htf_Mythos
« Reply #13 on: October 02, 2008, 07:53:22 pm »
To anyone who doesn't know what the figure is: You're idiots.

The map looks awesome, and it definitely blends Lovecraftian and Soldat themes in an excellent manner.
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Offline Horve

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Re: htf_Mythos
« Reply #14 on: October 03, 2008, 06:52:16 am »
You rip off my style too much prik
get your own polygon structure, shading, light effects usage, column-pillar use at least once

(Third warning, two day ban awarded)
« Last Edit: October 03, 2008, 12:47:38 pm by EnEsCe »

Offline ElSpec774

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Re: htf_Mythos
« Reply #15 on: October 03, 2008, 01:51:06 pm »
@Wraithlike

For the maps references, I'm talking about your earlier works.

And why is it that because my posting style has become similar, that I wish to be like Vig?  This forum has gone to hell and so have I.

I just demand a lot of you, and I feel the really only way to achieve that is to use harshness and a lot of criticism.  Although you're very close, you're still not a master level of mapping.  With a little pushing, it can help get you there.  I don't bash you for the fun of it unlike Vig does for whatever reason.

And that figure only makes movement harder when traveling down towards the tunnel near it.

@Lapis

You're sure to be one of the worst ****ing mods on this forum.  I have no idea who'd want to give you that status.  Go **** yourself, no?  And by the fact that you'll only give me another warning because of this post only shows your pathetic.

@E_A

Yes, but it's a Saw themed map, it's grisly, has a horror atmosphere, etc.  For this map, not so much, it begs the questioning of the origin.

@Vig

This is not even close to your style, if anything it'll be VirtualTT's. 
« Last Edit: October 03, 2008, 01:53:02 pm by ElSpec774 »

Offline Blue-ninja

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Re: htf_Mythos
« Reply #16 on: October 03, 2008, 01:57:17 pm »
The forums is experiencing a revival, thanks to Lapis' more regular activity and Kazuki's iron (but old) fist. Being an individual is fine, but do it in a way so that it's not a pain in the ass to other people.

Elspec774 is just bashing your map, WL, because there's really nothing wrong with it and he's trying to find faults to it.

Saw themed maps (grisly horror atmosphere) doesn't have to be completely similar to lovecraft's style, which is what Wraithlike nicely styled and made very atmospheric. But as Elspec said, you can do better, unfortunately. ;)

By the way, that's just Horve's posting style. I'm not saying you should grin and bear it, but because it has a better posting quality than flamingo's, which we won't be seeing much of anymore, thank god.

Offline ElSpec774

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Re: htf_Mythos
« Reply #17 on: October 03, 2008, 02:16:55 pm »
It's really sad how many newbie mappers or those who don't use potential can take my posts not as insults, but as useful advice and experienced ones can't.  If Ninja, Chutem, etc. can take them, why in the hell can't anyone else?

And trust me Ninja, there's no such thing as a perfect map, some can get pretty damn close.  Good examples are actually in my signature.

Offline Mothafix

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Re: htf_Mythos
« Reply #18 on: October 03, 2008, 03:03:37 pm »
I've pondered this map sometime, hoping I won't have to comment on it or give constructive criticism.  Apparently, I was DEAD WRONG.

I don't even know what the hell you were thinking going back to this style, didn't you vow to only do default?  I did see that you didn't make this map a complete poly**** like you did with your other maps, I have to congratulate you on that either way.

But I can easily say, I'm not a fan of this map, at all.

For a map of this size and fast-pace-ness, you add WAY too many spawns.  It's practically impossible to not get spawn-killed on this map.

What the **** is with that weird-ass squid thing in the middle?

The layout is too prone to cheap Rugertards and Spas-sex machines.  Maybe next time you try to curve the tunnels a bit more.  I made a simple suggestion,I'm assuming you'll know what to do.

How could you have blood on certain places of the map and not have anything around them that could potentially cause it?

Bots get stuck around corners and such.

I don't what kind of drugs you've been doing lately, but it's really screwing with how you make maps.

It's really sad how many newbie mappers or those who don't use potential can take my posts not as insults, but as useful advice and experienced ones can't.

Can't really see anything constructive there.

Offline Eagles_Arrows

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Re: htf_Mythos
« Reply #19 on: October 03, 2008, 03:12:00 pm »
@E_A

Yes, but it's a Saw themed map, it's grisly, has a horror atmosphere, etc.  For this map, not so much, it begs the questioning of the origin.

This map doesn't have any of those aspects?

Stop finding excuses and get over it.

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I just demand a lot of you, and I feel the really only way to achieve that is to use harshness and a lot of criticism.

No, actually, it makes you look more like a douche.
« Last Edit: October 03, 2008, 03:25:12 pm by Eagles_Arrows »

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