Author Topic: ctf_IronNuts  (Read 5069 times)

0 Members and 5 Guests are viewing this topic.

Offline mar77a

  • Global Moderator
  • Veteran
  • *****
  • Posts: 1295
  • mad
    • random stuffs
Re: ctf_IronNuts
« Reply #20 on: November 26, 2008, 02:22:55 pm »
good thing noc

looks awesome, jap

edit: might be my monitor but the bg color seems too bright at parts for my taste
« Last Edit: November 26, 2008, 02:24:47 pm by mar77a »

Offline Biggles

  • Flagrunner
  • ****
  • Posts: 590
  • Mapping rotating
Re: ctf_IronNuts
« Reply #21 on: November 26, 2008, 02:27:40 pm »
The map itself plays fine, but I absolutely hate the visuals, style, and the layout.  I also hate all of your recent maps.  It would seem that ever since you tried Polyworks, your maps have gotten downhill in all aspects.  Please, go back to your older style by using default resources.  This style honestly just doesn't fit you and using default resources is what made your name.

I don't mean to seem harsh or anything, but I'm just being completely honest.

This is completly bullshit this map is looking good and specially from a comeback, good that its not your decision what mapmaker he will use. I think you should just creat more and more maps because they are just nicer and nicer, in my own opinion I like your style. I like the layout aswell

Offline Eagles_Arrows

  • Veteran
  • *****
  • Posts: 1889
  • The Thread Killer
    • My Webcomic
Re: ctf_IronNuts
« Reply #22 on: November 26, 2008, 02:31:42 pm »
Chakapoko's multitexturing is actually really sweet.  This change in visual style is fine with me as long as he doesn't go VTT on us.

(I might go back to multitexing myself someday.)
« Last Edit: November 26, 2008, 02:35:26 pm by Eagles_Arrows »

"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals

Offline Blue-ninja

  • Veteran
  • *****
  • Posts: 1419
Re: ctf_IronNuts
« Reply #23 on: November 26, 2008, 03:01:17 pm »
Spec, I'd like to see you try multitexturing without doing any of the polygon vertex connecting work, and still make it look good and decent without making it look too monotonous and regular enough to bore the eyes.

chakapoko maker's mapping style is a style we all envy.

Offline chakapoko maker

  • Soldier
  • **
  • Posts: 141
Re: ctf_IronNuts
« Reply #24 on: November 27, 2008, 08:36:49 am »
The map itself plays fine, but I absolutely hate the visuals, style, and the layout.  I also hate all of your recent maps.  It would seem that ever since you tried Polyworks, your maps have gotten downhill in all aspects.  Please, go back to your older style by using default resources.  This style honestly just doesn't fit you and using default resources is what made your name.

I don't mean to seem harsh or anything, but I'm just being completely honest.
There is a difference between Mapmaker and Polyworks with ordinary polygon pattern. Below picture is a marked case of Mapmaker's creation.


Mapmaker has a handy and enough divide/split function and it allows user to make a poly to 2 at everywhere. On the other hand, Polyworks' split gives a vertice on the middle of the line. It's little difficult to make the divided curve on Polyworks.

And one more thing lies, lighten/darken and stretch texture function. The lighting doesn't only lighten the color, it changes hue too, I think. It makes Soldat-ish color in handy. Stretch texture is also makes old Soldat-ish perspective on poly.

On Polyworks, the pattern of multitexturing is needed and I feel it is kinda no modulation; no big poly, no large poly, just only middle.

Each editor has its own good and bad. These days, multitexture is needed as a matter of course and Polyworks is the only one editor for it. When Anna was making the beta version, I bawled out so that Polyworks shold have the same interface to Mapmaker. The reason is why I said above and I just wanted to make a map with putting a large poly and deviding it and coloring it and shading it and stretching it.

Offline chakapoko maker

  • Soldier
  • **
  • Posts: 141
Re: ctf_IronNuts
« Reply #25 on: November 27, 2008, 08:49:57 am »
@tehsnipah
OK, thanks.

I cant say these clouds is looking that great I think you should make them darker and get them fit in with the background (just my opinion)
I know it's not so good but I can't make rich graphics:(

You could for example use the amb-clouds as of 1.4.2 they are even default
File updated, exchange the old cloud for amb-clouds:)

I cant say these clouds is looking that great I think you should make them darker and get them fit in with the background (just my opinion)
I know it's not so good but I can't make rich graphics:(
oh, You use mapmaker? ( Im hopeless when i'm trying to use it )
No, I use Polyworks lately. I'm alsmost get used to it but I still love the quick mapping with Mapmaker+.

I checked out the new version and I think the map deployment wizard you are using is a bit outdated on whats default or not(actually all sceneries you used are default).
So I attached the version soldat mpa that I use with updated scenery and textures lists. as well as the lists itself.
I don't wanna register winrar just for packing a map(the trial limit is for 40 days). Soldat mpa should make it zip like as Map Deployment Wizard IMO. If Map Deployment Wizard's trouble is only to include default scenery that is now default, I prefer MDW. I just tired renamed the list you have uploaded as default.txt, MDW could't recognize the new list and no custom scenery appeared on the progress.

Anway thanks zakath.

Offline zakath

  • Inactive Soldat Developer
  • Veteran
  • ******
  • Posts: 1224
    • Soldatladder
Re: ctf_IronNuts
« Reply #26 on: November 27, 2008, 09:23:00 am »
@tehsnipah
OK, thanks.

I cant say these clouds is looking that great I think you should make them darker and get them fit in with the background (just my opinion)
I know it's not so good but I can't make rich graphics:(

You could for example use the amb-clouds as of 1.4.2 they are even default
File updated, exchange the old cloud for amb-clouds:)

I cant say these clouds is looking that great I think you should make them darker and get them fit in with the background (just my opinion)
I know it's not so good but I can't make rich graphics:(
oh, You use mapmaker? ( Im hopeless when i'm trying to use it )
No, I use Polyworks lately. I'm alsmost get used to it but I still love the quick mapping with Mapmaker+.

I checked out the new version and I think the map deployment wizard you are using is a bit outdated on whats default or not(actually all sceneries you used are default).
So I attached the version soldat mpa that I use with updated scenery and textures lists. as well as the lists itself.
I don't wanna register winrar just for packing a map(the trial limit is for 40 days). Soldat mpa should make it zip like as Map Deployment Wizard IMO. If Map Deployment Wizard's trouble is only to include default scenery that is now default, I prefer MDW. I just tired renamed the list you have uploaded as default.txt, MDW could't recognize the new list and no custom scenery appeared on the progress.

Anway thanks zakath.

No need to register winrar it works after the trial limit is over. and you will never notice it in soldat mpa at least. another that works quite well is rainriders map packer which you can find here I also believe that one is up to date

#soldat.mapping - #soldat.inc - #soldatladder - #soldat.gather.nordic

Offline chakapoko maker

  • Soldier
  • **
  • Posts: 141
Re: ctf_IronNuts
« Reply #27 on: November 28, 2008, 05:58:08 am »
@zakath
Soldat MPA works fine.

Offline Poop

  • Camper
  • ***
  • Posts: 333
    • SCTFL
Re: ctf_IronNuts
« Reply #28 on: November 29, 2008, 01:28:14 am »
Nice to see you back Chakapoko Maker. IMO one of the best (If not the best) mapmaker in soldat.

Looking forward to playing this in #soldat.mapping.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe."
-Albert Einstien

Offline chakapoko maker

  • Soldier
  • **
  • Posts: 141
Re: ctf_IronNuts
« Reply #29 on: December 07, 2008, 02:25:26 am »
Updated. The size of the map is smaller and gets soldat-ish size. And some poly fixes.

Offline VirtualTT

  • Veteran
  • *****
  • Posts: 1026
Re: ctf_IronNuts
« Reply #30 on: December 07, 2008, 08:54:47 am »
overally i lke this map and after playtesting i've came up with some suggestions
1 bigger holes on the top of the *nuts*
2 not so deep caves for flags, maybe just a small cliff
3 i don't like such choped-off look of  the borders of the map so i suggest to add some more polygons around or just fade them to black

something like this:



Offline tehsnipah

  • Veteran
  • *****
  • Posts: 1093
  • Koreanah Snipah
Re: ctf_IronNuts
« Reply #31 on: December 07, 2008, 09:25:45 am »
Chaka, a quick and simple question, why did you call it IronNuts?
"Prudence is good when pulling the trigger on a heavy firearm. It's all or nothing. So is life, wouldn't you say?"

Offline chakapoko maker

  • Soldier
  • **
  • Posts: 141
Re: ctf_IronNuts
« Reply #32 on: December 07, 2008, 09:49:50 am »
overally i lke this map and after playtesting i've came up with some suggestions
1 bigger holes on the top of the *nuts*
2 not so deep caves for flags, maybe just a small cliff
3 i don't like such choped-off look of  the borders of the map so i suggest to add some more polygons around or just fade them to black

something like this:

1 Updated. The hole gets little bigger.
2 I just want one more fight near the flag. So I'll leave it.
3 The black outline style is not my liking. I love the unevenness of poly between positive and negative.

Thaks for the feedback:)

Chaka, a quick and simple question, why did you call it IronNuts?
The big chunk looks nuts for me, and the texture is ironplate. So I call it IronNuts.
« Last Edit: December 07, 2008, 10:04:17 am by chakapoko maker »