Author Topic: ctf_Ambush  (Read 2674 times)

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Offline p0ppin

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ctf_Ambush
« on: March 16, 2009, 05:49:59 pm »
Hullo hullo, back again with another map ;)

Scenery: Default
Texture: Sadly I liked Dirt too much to make this default too :P
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NEW VERSION IS UP ;o  DL here ;o
« Last Edit: March 19, 2009, 02:08:31 pm by p0ppin »
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Offline Sir Jeremy

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Re: ctf_Ambush
« Reply #1 on: March 16, 2009, 05:59:22 pm »
Looks fairly good.  It reminds me of that one DM map.  Are the bases on the left and on the right sides?

..Man I really need to start making some good maps too.  All I have are some nooby ones I made so I could vs bots.  Your map is really good.  How many maps have you made so far?

Offline p0ppin

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Re: ctf_Ambush
« Reply #2 on: March 16, 2009, 06:03:41 pm »
Serious ctf maps I've made so far.... about 5-6.  I've done a lot of climbing maps though. :)
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Offline Sir Jeremy

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Re: ctf_Ambush
« Reply #3 on: March 16, 2009, 06:45:26 pm »
Yeah any of those that are actually in the Soldat map pack? ;)
Or how about some of your CTF maps?  Any of those I know? Like ctf_Ash? :)

Offline p0ppin

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Re: ctf_Ambush
« Reply #4 on: March 16, 2009, 06:59:15 pm »
Lol none of my maps are soldat defaults  :P or really known about outside of climbing
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Offline Blue-ninja

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Re: ctf_Ambush
« Reply #5 on: March 16, 2009, 09:38:15 pm »
Wow.

I really should give you full credit for coming up with that bridge look to the left side, and for creating such a good atmosphere.

I don't believe for one second that spawning should be a problem on this map.

Offline Dragstie

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Re: ctf_Ambush
« Reply #6 on: March 17, 2009, 01:14:57 am »
hmmm.... looks great:)


but it also looks a little weird with the floating platforms in air:( try to place some ropes from them to another or to top

Offline Suowarrior

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Re: ctf_Ambush
« Reply #7 on: March 17, 2009, 05:57:31 am »
Looks better than the other map you made. Actually its very good job if we think its made of only default scenery, though I never have understood the thing why should prefer default scenery instead of custom scenery (okay default scenery is very usable but you can't do everything with them, its a bit limited).

Dunno how much you have tested balance, first I thought it's harder for blue since red flag is at behind of base, but well can't really say, it's the hard part of entirely non-mirrored maps. It's gametest to show us.

The bottom blue spawn is against every good spawn place rules, you've set it behind of tunnel which is easily sprayed, however Im not 100% sure if its issue there.

The bottom red spawn is otherwise ok, but it's having awkward movements, to get top, player has to jet up and at same time go backwards and then forward, I call it C movement, sounds like small thing but when you repeat it 15-20 times in ten mins, it starts to piss off.

I see you use much those cornerous "circle" poly islands, I would prevent them. Have you ever felt that ctf_Ruins feels a bit bugsy? If yes, the reason is the same. You can't fix the polybugs when you make circle polyislands. I made a screen for you http://i41.tinypic.com/2vjo8q1.jpg , I changed polyisland on left to show how it could be made, on that kinda polyisland you can fix the polybugs by overlapping as you know. Also to my eye it looks better and there's easier to set good looking supports (for example cols).

I bet your favourite map is Nuubia. This is good and interesting work, for chance its nice to play non mirrored maps.
« Last Edit: March 17, 2009, 06:01:00 am by Suowarrior »

Offline p0ppin

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Re: ctf_Ambush
« Reply #8 on: March 17, 2009, 03:03:21 pm »
I messed with some of the polyislands like you suggested, I like your way a lot more Suo :), although I left some of the bottom parts rounded still.  As for your comment on the flags and spawn points, I couldn't agree more.  I went back and thought how I'd fix it - finally came up with this version that makes a bit more sense than the one I had before.

I've placed the alpha flag in the hanging box, so that Bravo has a bit of an easier time getting to it, without having alpha at a super-disadvantage (you have to stop for a moment when you land on the box, plenty of time to fly up to the flagger).  Moved one alpha spawn to where the red flag used to be, so that "C-movement" spawn will happen less often.

As for bravo side, I've moved the bottom spawns further up in the tunnel so they aren't so stranded in the back, but I moved the med back to where the spawns were.  I put the other spawns on the polyisland and the flag up top there.  I've tested it out a bit for each team and both flags are pretty easy to get to movement-wise.

I drew up the most-likely paths, to show how the traffic will move(light color is spawning in, dark colors are efc movement).  *oops* The light-blue on the top should be coming from the island below, not from the flag spot.  I'd like to hear about any problems with this layout before I save over the old version, so feel free to criticize away :P :P :P
« Last Edit: March 17, 2009, 03:12:38 pm by p0ppin »
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Offline zakath

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Re: ctf_Ambush
« Reply #9 on: March 17, 2009, 04:08:11 pm »
we played it at #soldat.mapping sadly we played the old version its pretty good however as suow already pointed out round poly islands fees a bit "buggy" + the low alpha spawn is a bit messy, will add the new version and report back on it when we have tested it.

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Offline p0ppin

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Re: ctf_Ambush
« Reply #10 on: March 17, 2009, 04:11:28 pm »
Alrighty, well, hopefully the new version is a bit easier to move about in, and the spawns should be a bit better gameplay-wise. ;)
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Offline scarface09

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Re: ctf_Ambush
« Reply #11 on: March 17, 2009, 04:34:56 pm »
Awesome...maps like these should be also added to 1.5!
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Offline smiluu

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Re: ctf_Ambush
« Reply #12 on: March 18, 2009, 03:37:21 am »
Awesome...maps like these should be also added to 1.5!

You've said that many times, and I agree everytime.
What new versions need is perfected and edited versions of all default maps. (results which is acceptable to everyone)
And ofcourse there needs to be some new maps too (for people who likes changes) And also something else than betatester's friend's maps.
« Last Edit: March 18, 2009, 03:39:03 am by smiluu »

Offline Suowarrior

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Re: ctf_Ambush
« Reply #13 on: March 18, 2009, 04:26:17 am »
What new versions need is perfected and edited versions of all default maps. (results which is acceptable to everyone)
And ofcourse there needs to be some new maps too (for people who likes changes) And also something else than betatester's friend's maps.
The major bugs will be fixed, for example bouncies at Nuubia. I wouldnt resist if someone makes prettier b2b for example, but well community is used to see it as it is and they want it to be that way. Also some maps need changes in layout, in my view, Lanubya needs serial changes. However, maps stay as they are, except those bug fixes.

Map must be popular to get default, it's not enough to just check the screen and say "let's make this default". Atm I think map itself is good, but flag and player spawns aren't too good placed, if those gets fixed, I could give it chance at soldat.gather custom. If map gets popular there and people say its amazing and want to play it again and again then we can consider adding it default. It's too late for 1.5, once they were decided, no changes are allowed.

There is basically one rule which makes map super popular, it's the use of new elements which default maps doesn't have. Flagthrow at IceBeam or Intence of Guardian/Rotten or new tactics at Hormone with reversed flags
« Last Edit: March 18, 2009, 04:38:21 am by Suowarrior »

DarkCrusade

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Re: ctf_Ambush
« Reply #14 on: March 18, 2009, 01:48:42 pm »
I like the maps coming up in 1.5, but will there be fixes on every map in default-maps?

Offline Snipufin

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Re: ctf_Ambush
« Reply #15 on: March 18, 2009, 03:12:22 pm »
I like the maps coming up in 1.5, but will there be fixes on every map in default-maps?
Only bug-fixes in mostly. Maybe something that will make the gameplay better.
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Offline zakath

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Re: ctf_Ambush
« Reply #16 on: March 18, 2009, 03:53:45 pm »
I played the new version at #soldat.mapping and its much smoother however alpha base is a bit like on kampf so its get much easier for them to defend flag then for bravo.

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Offline scarface09

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Re: ctf_Ambush
« Reply #17 on: March 18, 2009, 04:30:03 pm »
Very nice map :)
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Offline p0ppin

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Re: ctf_Ambush
« Reply #18 on: March 18, 2009, 05:58:54 pm »
Yes.. those spawns are still bugging me >:(  I'm pretty much out of ideas, any suggestions? :-\

This MIGHT work.... zakath do you think this would fix unfair bases?
« Last Edit: March 18, 2009, 06:22:46 pm by p0ppin »
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Offline zakath

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Re: ctf_Ambush
« Reply #19 on: March 19, 2009, 03:57:47 am »
Yes.. those spawns are still bugging me >:(  I'm pretty much out of ideas, any suggestions? :-\

This MIGHT work.... zakath do you think this would fix unfair bases?

Most likely does

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