Author Topic: ctf_Swift  (Read 1016 times)

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Offline The Specialist

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ctf_Swift
« on: December 14, 2008, 09:07:20 pm »
ctf_Swift

By ElSpec774
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Free-float and fast-paced style CTF map.

I think after several failed maps that had horrible gameplay, I've finally managed to create something that at worst plays decent.

It looks open and vulnerable to spray, but it really isn't.  I did everything I could to remove or reduce those potential problems to make it minimal.

I hope this gets a test run at a Gather.



(^Click To Enlarge^)

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Download / Rate on TMS
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This map is hosted by jrgp's Soldat Mapping Showcase
« Last Edit: December 14, 2008, 09:28:41 pm by The Specialist »

Offline Blacksheepboy

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Re: ctf_Swift
« Reply #1 on: December 14, 2008, 10:23:46 pm »
Egh, I don't really have much to say, other than I really like the colors and stretching. Looks pretty nice.

Offline Blue-ninja

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Re: ctf_Swift
« Reply #2 on: December 14, 2008, 10:39:58 pm »
I thought you were always one to download it before commenting, BSB...

Anyway, I downloaded it and looked at it in Polyworks. Like Blacksheepboy says, it looks nice.

The use of spray-colliders is somewhat odd, but no doubt useful in a small ctf map that's half-bottomless, due to the large deadly spikes and the spaces between them. It's a pretty basic ctf map, with just five platforms and a ceiling you can't camp on top of with the flag.

Your design is somewhat similar to my ctf_canti, what with the deadly roof and the bottomless-ness of the map. I look forward to hearing #soldat.mapping's comments. :)

Offline Blacksheepboy

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Re: ctf_Swift
« Reply #3 on: December 14, 2008, 10:44:34 pm »
I thought you were always one to download it before commenting, BSB...

Aha, not quite..  :-X

I'm actually really picky when it comes to downloading and play-testing maps. That's why I only ever really comment on aesthetics. If I ever comment on gameplay, I'll usually do a thorough scan of the map and picture myself playing (if I can see proper player-map ratio), or just download.

Offline Suowarrior

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Re: ctf_Swift
« Reply #4 on: December 15, 2008, 04:58:25 am »
That I posted first
Ya, we'll test it. Looks like kicking ass kind of map. Atm, I don't see much special at it except boosting at roof with m79. Got one suggestion that might make game more tactical: http://i37.tinypic.com/5whwco.png
-Added black polys
-Deleted a part of poly island (red line), to smooth game
-Moved flag at the behind of base, so that it would support the rounding (red arrow)

After maptest
At first it was pretty hard to find any idea at map. I guess u meant those collider cols to prevent spawnkill, well the bigger meaning was that players could boost easily by using them. Actually had kinda fun there.

Only a few times happened, but there were double (bug) respawns in round, it's a common problem at maps that doesn't have edges, especially at Tae. Dunno if u know what I mean.
« Last Edit: December 15, 2008, 03:02:36 pm by Suowarrior »

Offline The Specialist

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Re: ctf_Swift
« Reply #5 on: December 15, 2008, 08:24:44 pm »
Yes, I added the colliders mainly to limit spawn-killing, as well as spray.

As for the respawn glitch, I think it's caused by Soldat itself, not the map.  I've had it occur on almost every map I've played at one point or another.

I'm glad to hear that this map played well, I didn't have high expectations for it.

Offline Demonic

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Re: ctf_Swift
« Reply #6 on: December 15, 2008, 08:31:47 pm »
The emphasis is that it occours more often if the edges are far out. Just add two huge invisible deadly walls to the sides and it should fix it.

Offline mar77a

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Re: ctf_Swift
« Reply #7 on: December 15, 2008, 09:18:04 pm »
Tae sort of gameplay, fun