Author Topic: ctf_IronNuts  (Read 5070 times)

0 Members and 6 Guests are viewing this topic.

Offline chakapoko maker

  • Soldier
  • **
  • Posts: 141
ctf_IronNuts
« on: November 22, 2008, 01:14:07 am »
ctf_IronNuts

By chakapoko maker
__________________

An Ash and Death type map featured with air fight. I'm not get used to the size of workspace on Polyworks and it has got kinda big. It will suit for 3vs3 or 4vs4.


(^Click To Enlarge^)

Screenshots:



________________________________________

Download / Rate on TMS
________________________________________

This map is hosted by jrgp's Soldat Mapping Showcase

Offline zakath

  • Inactive Soldat Developer
  • Veteran
  • ******
  • Posts: 1224
    • Soldatladder
Re: ctf_IronNuts
« Reply #1 on: November 22, 2008, 04:24:47 am »
Map added to #soldat.mapping

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

Offline Suowarrior

  • Global Moderator
  • Veteran
  • *****
  • Posts: 1060
  • There will be time when I create maps again.
Re: ctf_IronNuts
« Reply #2 on: November 22, 2008, 05:38:46 am »
Glad to see you back with mapping, you and MM are the ones I get the most of my inspiration.

About map before gametesting it, looks nice and unique, maybe a bit too good for autos to my taste, that's cos of bases are spacious. It's vertically big also, not sure how it affects. Anyway, those are small things, the map looks very promising, I'm going to say more after gametest.
« Last Edit: November 22, 2008, 05:42:58 am by Suowarrior »

Offline chakapoko maker

  • Soldier
  • **
  • Posts: 141
Re: ctf_IronNuts
« Reply #3 on: November 22, 2008, 05:57:50 am »
Map added to #soldat.mapping
Thanks, mapper needs a server op!

Glad to see you back with mapping, you and MM are the ones I get the most of my inspiration.
Hello to new admin:) MM's maps looks good and ofcourse play good. Mines' are not to be compared with them.

Offline Dragstie

  • Camper
  • ***
  • Posts: 250
  • Soldat mapper
Re: ctf_IronNuts
« Reply #4 on: November 22, 2008, 05:58:54 am »
Looks cool but be carefull with sharp edges:) they can be buggy ::)

Offline zakath

  • Inactive Soldat Developer
  • Veteran
  • ******
  • Posts: 1224
    • Soldatladder
Re: ctf_IronNuts
« Reply #5 on: November 22, 2008, 10:21:31 am »
Ran around on the map with bots so I can't really say anything yet really about the gameplay there are some other issues though like on the middle polyisland there are quite a lot of of polybugs are some polybugs elsewhere as well but mainly on those islands in the middle. The background also feels to bright and the clouds deserve some opacity.

Update: Played it at the maptest and the layout works quite well some small things though the "buildings" are hard to traverse especially when chasing the efc because of polybugs.
« Last Edit: November 22, 2008, 02:23:17 pm by zakath »

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

Offline As de Espada

  • Moderator
  • Veteran
  • *****
  • Posts: 1493
  • Mapper
    • My maps
Re: ctf_IronNuts
« Reply #6 on: November 22, 2008, 04:01:29 pm »
remembers me ctf_ball, maybe because it's death themed :p
there are some parts that the texture is totaly confuse!
omg your scenery+polycolor is AWESOME
All my maps | my latest map: SoldatX Racing Mappack
me making a map on youtube: ctf_FastMade

Offline chakapoko maker

  • Soldier
  • **
  • Posts: 141
Re: ctf_IronNuts
« Reply #7 on: November 22, 2008, 10:51:39 pm »
Update: Played it at the maptest and the layout works quite well some small things though the "buildings" are hard to traverse especially when chasing the efc because of polybugs.
I fixed the polybug and it seems okay to step the slope. And background color has calm brightness. Also clouds get more dim.

Thanks for the feedback.

Offline zakath

  • Inactive Soldat Developer
  • Veteran
  • ******
  • Posts: 1224
    • Soldatladder
Re: ctf_IronNuts
« Reply #8 on: November 23, 2008, 05:42:48 am »
Update: Played it at the maptest and the layout works quite well some small things though the "buildings" are hard to traverse especially when chasing the efc because of polybugs.
I fixed the polybug and it seems okay to step the slope. And background color has calm brightness. Also clouds get more dim.

Thanks for the feedback.

I added the new version to #soldat.mapping ;)

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

Offline Suowarrior

  • Global Moderator
  • Veteran
  • *****
  • Posts: 1060
  • There will be time when I create maps again.
Re: ctf_IronNuts
« Reply #9 on: November 23, 2008, 05:47:57 am »
Had fun when playtested this. The pit is very nicely built. The polygon island at top of pit looks a bit unfitting to rest of map on look perspective, there you got straight polys when the rest of map is curvy.

I like the edge spawns. You could consider deleting the spawns inside the polyisland, cos I think it might be funner when player could "camp" there when he's attacking, and waiting for teammates, now that there is spawn, it can't be used for attacking so much. Sure I understand the fact that having 2 different spawns decrease the spawnkilling, but also having two spawns make game a bit lucky, like at ash where's big difference where you spawn. This solution works good, but as I said you could consider changing it.

Offline tehsnipah

  • Veteran
  • *****
  • Posts: 1093
  • Koreanah Snipah
Re: ctf_IronNuts
« Reply #10 on: November 23, 2008, 08:47:55 pm »
I hope you make more zombie maps though. The inf_Hamburger was a HUGE success in Elite zombie mod.
"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 #11 on: November 24, 2008, 06:18:32 am »
Had fun when playtested this. The pit is very nicely built. The polygon island at top of pit looks a bit unfitting to rest of map on look perspective, there you got straight polys when the rest of map is curvy.

I like the edge spawns. You could consider deleting the spawns inside the polyisland, cos I think it might be funner when player could "camp" there when he's attacking, and waiting for teammates, now that there is spawn, it can't be used for attacking so much. Sure I understand the fact that having 2 different spawns decrease the spawnkilling, but also having two spawns make game a bit lucky, like at ash where's big difference where you spawn. This solution works good, but as I said you could consider changing it.
The spawn inside island allow players to go through the island and go middle route. If there is not a spawn, the middle route would not be used at all. So I set it there. Changing it will change the gameplay directly and I cannot decide it. I think a small map like as Death and this would have spawn kill often. To avoid it, Deathmatch-ish spawn(not affected by the partial base spawn) setting will be the answer.

But I feel it'd be odd that a player spawns infront of the camper inside the island like pop.

I hope you make more zombie maps though. The inf_Hamburger was a HUGE success in Elite zombie mod.
Elite zombie mod is a full mod? Or a zombie server?
« Last Edit: November 24, 2008, 06:20:17 am by chakapoko maker »

Offline tehsnipah

  • Veteran
  • *****
  • Posts: 1093
  • Koreanah Snipah
Re: ctf_IronNuts
« Reply #12 on: November 24, 2008, 08:36:10 pm »
Hm.... I meant Elite Zombies :P Zombie server.
"Prudence is good when pulling the trigger on a heavy firearm. It's all or nothing. So is life, wouldn't you say?"

Offline Biggles

  • Flagrunner
  • ****
  • Posts: 590
  • Mapping rotating
Re: ctf_IronNuts
« Reply #13 on: November 25, 2008, 04:40:07 am »
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)

Offline chakapoko maker

  • Soldier
  • **
  • Posts: 141
Re: ctf_IronNuts
« Reply #14 on: November 25, 2008, 07:43:15 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:(

Offline zakath

  • Inactive Soldat Developer
  • Veteran
  • ******
  • Posts: 1224
    • Soldatladder
Re: ctf_IronNuts
« Reply #15 on: November 25, 2008, 07:51:00 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

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

Offline Biggles

  • Flagrunner
  • ****
  • Posts: 590
  • Mapping rotating
Re: ctf_IronNuts
« Reply #16 on: November 25, 2008, 12:47:08 pm »
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 )

Offline chakapoko maker

  • Soldier
  • **
  • Posts: 141
Re: ctf_IronNuts
« Reply #17 on: November 26, 2008, 06:51:29 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+.

Offline zakath

  • Inactive Soldat Developer
  • Veteran
  • ******
  • Posts: 1224
    • Soldatladder
Re: ctf_IronNuts
« Reply #18 on: November 26, 2008, 06:58:34 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.

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

Offline The Specialist

  • Major
  • *
  • Posts: 79
Re: ctf_IronNuts
« Reply #19 on: November 26, 2008, 02:05:48 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.