Author Topic: ctf_Einworb  (Read 4321 times)

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Offline Biggles

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ctf_Einworb
« on: November 12, 2008, 02:37:44 pm »
well here is my new map. got any suggestions, post them



http://www.your-images.org/pics/e8ee962e23be8b7f3c8c6850597cbb7b.bmp
« Last Edit: November 17, 2008, 07:16:17 am by Biggles »

Offline vandercluus

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Re: ctf_Einworb
« Reply #1 on: November 12, 2008, 04:38:10 pm »
Haha!
I wonder what this plays like being on drugs.


Im the fucking lol-jumbo-the-flying-elephant-map! LOL!
Besides that, I think that those "holes" in the upper part of the "ears" of Jumbo ( the red and the violette one) are pretty useless, just like that one hole on the left at the middle entrance of Laos ( Do you know what I'm talking about? If not, it's just a proof this is really a useless hole! ;D).
Also its pretty limited with breakthroughs at the middle wall, it might just become a battle at the center with hardly anyone passing. And if you pass, you should be pretty wounded and alone so grabbing the enemy flag would be VERY hard if you put it at the edges of the map ( the map is really too wide there, spawntime would have to be set to 10 seconds so you could cap or something ^-^).
And, as I mentioned in my introducing sentence, there are just too many colours. :Q
It stresses the eyes a lot to concentrate on new strong colours all the time.

Offline Blue-ninja

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Re: ctf_Einworb
« Reply #2 on: November 12, 2008, 05:42:54 pm »
You've been coming up with some pretty interesting CTF layouts so far, Biggles. :)

This one attracted me to post some thoughts on it because of the colors. And I pretty much like CTF maps that don't have a monocolor tone to the shading style.

The parts at the top on both ends of the map is pretty horrible for gameplay. If you put the teamspawns up there, spawning problems could occur, and by the looks of it, people could fire a M79 shell at the polygons under the player's feet, propelling them up into the ceiling to buy them some time while they cap. But if you put the flags up in those chambers, and placed a thin polygon under it, it'd be much better than putting the players up there.

I really don't like the scarce amount of cover on both bravo and alpha team's sides, but sniping isn't a problem, due to the size of the map and the promisingly fast gameplay it should have.

The middle parts of the map acts as a funnel for the action, and only a few M79 and barrett shots would be gameplay-breaking enough to break the player defenses it would inevitably have. Because if one team has a good defense, one player could manage to get the flag and easily get covering fire from his own team to shoot down any potential flag returners, and so score.

Offline Mr. Domino

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Re: ctf_Einworb
« Reply #3 on: November 12, 2008, 06:17:51 pm »


It's what I see at least. :) Looks like a decent map, but the lack of spawn points makes it difficult to judge. Still, without a great layout or design, it'll get lost in the shuffle.

Offline As de Espada

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Re: ctf_Einworb
« Reply #4 on: November 12, 2008, 08:00:42 pm »
If the upper part is closed, at least could have some spawns in that upper island
All my maps | my latest map: SoldatX Racing Mappack
me making a map on youtube: ctf_FastMade

Offline Biggles

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Re: ctf_Einworb
« Reply #5 on: November 13, 2008, 03:56:41 am »
It's what I see at least. :) Looks like a decent map, but the lack of spawn points makes it difficult to judge. Still, without a great layout or design, it'll get lost in the shuffle.

Well thats why I need suggestions where to put them

If the upper part is closed, at least could have some spawns in that upper island

Ive been thinking of it but that would make the spawn like in Dropdown2 and I dont want that so I think I might just make one spawnpoint there and the rest close to the flag since I like your idea about the flagplacing.

You've been coming up with some pretty interesting CTF layouts so far, Biggles. :)

This one attracted me to post some thoughts on it because of the colors. And I pretty much like CTF maps that don't have a monocolor tone to the shading style.

The parts at the top on both ends of the map is pretty horrible for gameplay. If you put the teamspawns up there, spawning problems could occur, and by the looks of it, people could fire a M79 shell at the polygons under the player's feet, propelling them up into the ceiling to buy them some time while they cap. But if you put the flags up in those chambers, and placed a thin polygon under it, it'd be much better than putting the players up there.

I really don't like the scarce amount of cover on both bravo and alpha team's sides, but sniping isn't a problem, due to the size of the map and the promisingly fast gameplay it should have.

The middle parts of the map acts as a funnel for the action, and only a few M79 and barrett shots would be gameplay-breaking enough to break the player defenses it would inevitably have. Because if one team has a good defense, one player could manage to get the flag and easily get covering fire from his own team to shoot down any potential flag returners, and so score.

Thanks, I have to admit I waste my time at maps instead of doing some boring homeworks sometimes

I agree I dont feel like placing spawns there really but I dont know if it's a good idea of placing the flag their also(it was my first idea) since it feels like it would hard to get the flag and get away.

Yeah this map would probably be a defending map but whenyour on the other side of the map there is many polyogons that makes it possible to hide or sneak.

Im the fecking lol-jumbo-the-flying-elephant-map! LOL!
Besides that, I think that those "holes" in the upper part of the "ears" of Jumbo ( the red and the violette one) are pretty useless, just like that one hole on the left at the middle entrance of Laos ( Do you know what I'm talking about? If not, it's just a proof this is really a useless hole! ;D).
Also its pretty limited with breakthroughs at the middle wall, it might just become a battle at the center with hardly anyone passing. And if you pass, you should be pretty wounded and alone so grabbing the enemy flag would be VERY hard if you put it at the edges of the map ( the map is really too wide there, spawntime would have to be set to 10 seconds so you could cap or something ^-^).
And, as I mentioned in my introducing sentence, there are just too many colours. :Q
It stresses the eyes a lot to concentrate on new strong colours all the time.

Just remember that I havent placed any spawns yet neither the flag. And in my opinion this is not too many colours.
« Last Edit: November 13, 2008, 04:20:17 am by Biggles »

Offline Suowarrior

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Re: ctf_Einworb
« Reply #6 on: November 13, 2008, 04:43:48 am »
Having many colors in polys isn't a problem, it just make impossible to find perfect BG color, but I think that blue works fine. I like the looks and colors.

I've tried to get some idea for spawns but atm nothing has came my mind. As de Espada's suggestion is nice and probably working.

Offline Suowarrior

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Re: ctf_Einworb
« Reply #7 on: November 13, 2008, 05:14:01 am »

Roof deadly

Something like this came my mind. Nowadays there aren't maps where are closed routes for some reason, probably ctf_Lice is only one published lately. For change I would see a map where isn't so much shifting between the routes.

Offline Biggles

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Re: ctf_Einworb
« Reply #8 on: November 13, 2008, 05:25:53 am »
Doesnt look bad, when I first started with this map it was supose to be a tree map without any green colours except the ground but it didnt turn out that way because I didnt find any good texture. I'll make a version from this sketch when I get home.

Going to change some of the colours just so it doesnt get so messy

EDIT: Made a next version I will post it when I get home.
« Last Edit: November 14, 2008, 03:12:18 am by Biggles »

Offline Biggles

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Re: ctf_Einworb
« Reply #9 on: November 16, 2008, 02:49:30 pm »
Next version.



We playtested it with soldat.mapping and the spawns need to be higher so its easier to get away with the flag. I will fix it as soon as I can

Offline -Zombie-

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Re: ctf_Einworb
« Reply #10 on: November 16, 2008, 07:28:23 pm »
This map looks pretty awsome and also looks near complete :D

Offline Biggles

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Re: ctf_Einworb
« Reply #11 on: November 17, 2008, 02:22:25 am »
Next version comming very soon, with fixed spawnpoints.

Offline Biggles

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Re: ctf_Einworb
« Reply #12 on: November 17, 2008, 07:20:10 pm »
Next version


Offline mar77a

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Re: ctf_Einworb
« Reply #13 on: November 17, 2008, 08:08:44 pm »
brrrrrrrrrrrrrr nice layout but that 2 layered polygon stuff im not really fond of.. maybe instead of white, something black-dark gray?

may i suggest using cloud2.bmp instead of that massive ... thing btw

Offline Biggles

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Re: ctf_Einworb
« Reply #14 on: November 18, 2008, 03:24:47 am »
brrrrrrrrrrrrrr nice layout but that 2 layered polygon stuff im not really fond of.. maybe instead of white, something black-dark gray?

may i suggest using cloud2.bmp instead of that massive ... thing btw

Yeah I know the clouds aint the best at the moment I just made something fast I can fix them when I get home. Also I could make a version with a, dark gray, two layered polygon

Offline The Specialist

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Re: ctf_Einworb
« Reply #15 on: November 18, 2008, 02:57:24 pm »
Polygons are more heavy than scenery in terms of CPU.

The map is fine without the cloud scenery, think Voland.

Offline Biggles

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Re: ctf_Einworb
« Reply #16 on: November 18, 2008, 05:42:35 pm »
Polygons are more heavy than scenery in terms of CPU.

The map is fine without the cloud scenery, think Voland.

You think it will lagg for some people who run soldat with old comp?

Offline Biggles

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Re: ctf_Einworb
« Reply #17 on: November 18, 2008, 07:09:35 pm »
Another version (feels lame posting so many pics and Downloads)

I have problems with chosing texture here are some examples, Please help me with your opinion

1. http://www.your-images.org/pics/31cac03f0313b0abb091b074b9a73df8.PNG

2. http://www.your-images.org/pics/0b51a4e1fe49bf3c7d8635a0d172deda.bmp

3. http://www.your-images.org/pics/f825bd936e44b4111eca42f6c11f1663.bmp

Offline -Zombie-

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Re: ctf_Einworb
« Reply #18 on: November 18, 2008, 07:25:04 pm »
Pic 1: Texture too smooth
Pic 2: Way too dark
Pic 3: Best on you got :)

Offline The Specialist

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Re: ctf_Einworb
« Reply #19 on: November 18, 2008, 08:43:54 pm »
Polygons are more heavy than scenery in terms of CPU.

The map is fine without the cloud scenery, think Voland.

You think it will lagg for some people who run soldat with old comp?

I know that it'll create some issues.  I test maps with an older system and clouds such as that badly lag the map.