Author Topic: ctf_Hillside by DarkCrusade  (Read 1429 times)

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DarkCrusade

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ctf_Hillside by DarkCrusade
« on: April 08, 2009, 10:25:24 am »
ctf_Hillside

A hilly countryside appears in front of you. Peacefully birds sing in the tree, all is friendly. But suddenly you hear the sound of a gun riving the silence, you get angry ...




« Last Edit: April 08, 2009, 05:27:20 pm by DarkCrusade »

Offline Ragnaros

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Re: ctf_Hillside by DarkCrusade
« Reply #1 on: April 08, 2009, 11:40:27 am »
hmm look nice
dled to try online

DarkCrusade

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Re: ctf_Hillside by DarkCrusade
« Reply #2 on: April 08, 2009, 12:22:10 pm »
I need somebody for waypointing the map and some idea for those holes where the spawns are set

Offline demoniac93

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Re: ctf_Hillside by DarkCrusade
« Reply #3 on: April 08, 2009, 12:57:25 pm »
You could've added some sort of a farmhouse on both sides at the flag\spawn, but it's good, if you can, tey to update it.
b&

DarkCrusade

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Re: ctf_Hillside by DarkCrusade
« Reply #4 on: April 08, 2009, 01:13:19 pm »
Hmmm, farmhouses ... I will experiment with it, but I am not good with any buildings ;D

Offline smiluu

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Re: ctf_Hillside by DarkCrusade
« Reply #5 on: April 08, 2009, 03:17:54 pm »
Is that upway sealed?

DarkCrusade

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Re: ctf_Hillside by DarkCrusade
« Reply #6 on: April 08, 2009, 03:40:57 pm »
No, just for look :) You can walk everywhere, no invisible polys, but the offmap polys are all icy ;)

EDIT: Added bunkers and fixed some polybugs again, there shouldnt be any bugs on the map now! Still I need someone for waypointing it, you will get credits ;)
« Last Edit: April 08, 2009, 05:29:03 pm by DarkCrusade »

Offline smiluu

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Re: ctf_Hillside by DarkCrusade
« Reply #7 on: April 08, 2009, 05:32:14 pm »
? :)

DarkCrusade

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Re: ctf_Hillside by DarkCrusade
« Reply #8 on: April 08, 2009, 06:13:18 pm »
Hmmm, no that would cause killing a route (jetting all around) and it is a free and open place (ctf_Hillside) which means I can´t do a cave for that theme :)

Offline scarface09

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Re: ctf_Hillside by DarkCrusade
« Reply #9 on: April 09, 2009, 01:53:00 am »
Theres like 2 routes...the low route really isnt a low route...and it will cause a lot of mayhem nade spamming etc in the middle over there. Its just too cramped imo and also easy for snipers to camp it.
Football is the other face of the world. If you don't like it, then you can get the hell out!

DarkCrusade

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Re: ctf_Hillside by DarkCrusade
« Reply #10 on: April 09, 2009, 05:15:00 am »
When playing it at #soldat.mapping noone camped there without getting one nade into way and die, nadespamming is no problem, there are 2 variants of going the lower route, you cant spam both.

The other route is simply running the polys at top and the last is jetting all above.

Offline smiluu

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Re: ctf_Hillside by DarkCrusade
« Reply #11 on: April 09, 2009, 06:11:04 am »
Hmmm, no that would cause killing a route (jetting all around) and it is a free and open place (ctf_Hillside) which means I can´t do a cave for that theme :)
Isn't it pretty focked up if layout is limited by the theme? :/
That was just a suggestion of some sort of roof there, cmoon you even made some useless bunkers there.

« Last Edit: April 09, 2009, 06:12:37 am by smiluu »

Offline Suowarrior

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Re: ctf_Hillside by DarkCrusade
« Reply #12 on: April 09, 2009, 08:33:19 am »
The play was ok/good there. Theme looks very good, scenery-usage, texture, colors.

The issue was that top route was basically the only route where it was possible to steal the flag, especially when boosting with m79.. The bottom route is easily defended since defenders got high ground and easy aim for center.

Also your polystructure on playground affects bugs, since you can't overlap most of your polys.

Offline Dragstie

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Re: ctf_Hillside by DarkCrusade
« Reply #13 on: April 09, 2009, 09:14:38 am »
normally ctf maps have 3 routes....

but this seem to work anyways:)

i love the visuals... gj

DarkCrusade

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Re: ctf_Hillside by DarkCrusade
« Reply #14 on: April 09, 2009, 09:15:50 pm »
@Drag: It has 2 routes and one in addition if you boost or jet :)

@SuoW: I think I will place a medikitspawn at the bottom route for efc and the big amount of bugs is eleminated, I worked half of an hour on that, so it shouldnt kill gameplay now.

The bunkers are place for the flag now, players spawn at the top (no exit there, window is opc). It gives efc an advantage to be up there and the base is more easy to defend, because you cant spawnkill efficient when you have 2 spawnpoints. The cave could be messed up a bit, maybe I could do some artskills there, but how it looks in the end is not sayable.