Author Topic: Foundation - Stabilizing Commencing  (Read 7652 times)

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Offline Blacksheepboy

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Foundation - Stabilizing Commencing
« on: May 14, 2009, 06:52:59 pm »
Inf Foundation - Stabilizing Commencing

August 19th:
I was not content with the "final" design. The tunnel route was simply too long and unbroken, which made escaping with the flag very easy; it was too safe. To fix the problem, I broke it in - very much to my satisfaction. While I was at it, I cleaned up the tower. Altogether: much cleaner.

Old
New

May 14th screenshot
May 16th screenshot
May 21st screenshot
May 27th screenshot - May 27th screenshot2
May 29th screenshot
June 10th [1] - June 10th [2]


Download latest version here
« Last Edit: April 14, 2010, 10:37:20 pm by Blacksheepboy »

Offline Suowarrior

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Re: Foundation editing
« Reply #1 on: May 15, 2009, 02:43:08 am »
You propably wasn't asking ideas to rest of map, but well here's things which are problems in my view, and solutions:



I would say that the most important ones are deleting OBC and moving flag spawn a bit.

Offline demoniac93

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Re: Foundation editing
« Reply #2 on: May 15, 2009, 05:57:29 am »
You propably wasn't asking ideas to rest of map, but well here's things which are problems in my view, and solutions:



I would say that the most important ones are deleting OBC and moving flag spawn a bit.

The new route-Good idea.
Don't delete the polyisle, it's a sniping spot, and a very important vantage point in the map.
Leave the flag spot and the OBC as they are, trust me it would ryin the gameplay.
And replacing the polies with colliders is an awesome idea.
b&

Offline Suowarrior

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Re: Foundation editing
« Reply #3 on: May 15, 2009, 07:51:40 am »
The new route-Good idea.
Don't delete the polyisle, it's a sniping spot, and a very important vantage point in the map.
Leave the flag spot and the OBC as they are, trust me it would ryin the gameplay.

Yeah I sure know why there is that polyisland (it looks kinda cool having such barret place camp), but maptesting has made it clear that it's bad defending position. Defending is easier when you have room to move on. If you try camp at that tiny small hole with barret, attacker can pretty easily give small spray and bink that barret guy (then he's completely out of game). It's just much better to defend under that polyisland, where you have more room to take steps back and have the same range.

The reason behind deleting OBC is to help attacker. At the moment the defenders can just wait at right side of OBC and camp until attacker comes to right side, and just nade him into wall.

In addition one more idea, you have those three small OPCs in base. Make them longer to give better shoot range for defender (you could have 2 opcs instead of three).
« Last Edit: May 15, 2009, 08:28:59 am by Suowarrior »

Offline zakath

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Re: Foundation editing
« Reply #4 on: May 15, 2009, 08:22:55 am »
also those 3 opcs are to thin atm makeing them "jumpy"

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Offline SniperTheKiller

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Re: Foundation editing
« Reply #5 on: May 15, 2009, 11:10:16 am »
A lower route 'd make things more challeging too its ugly, but its a though ;D



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Offline demoniac93

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Re: Foundation editing
« Reply #6 on: May 15, 2009, 12:12:00 pm »
A lower route 'd make things more challeging too its ugly, but its a though ;D



God save paint

Dude, no, this map is supposed to be a 1 way blood fest, no.
b&

Offline zakath

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Re: Foundation editing
« Reply #7 on: May 15, 2009, 12:17:11 pm »
what I have found out playing inf(mostly at #soldat.mapping testing new maps) is that the more entrances and ways to attack the more hectic and fun game. smashing your head against the wall isn't particulary fun.

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Offline demoniac93

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Re: Foundation editing
« Reply #8 on: May 15, 2009, 12:20:28 pm »
what I have found out playing inf(mostly at #soldat.mapping testing new maps) is that the more entrances and ways to attack the more hectic and fun game. smashing your head against the wall isn't particulary fun.

Not for Foundation, this is one of the oldest maps out there, and it's specially designed and appreciated as a one way map, it's mostly designed for rushing\ defensive stoppers. I played it a 1000 times with 1000 different people more routes would totally ruin the purpose of that map :/
b&

Offline SniperTheKiller

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Re: Foundation editing
« Reply #9 on: May 15, 2009, 02:12:28 pm »
Cant hurt to have more versions can it?

Offline Blacksheepboy

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Re: Foundation editing
« Reply #10 on: May 15, 2009, 07:12:27 pm »
Haha, it doesn't appear this way, but the front entrance to Bravo's base hasn't been OBC since the last update.. to make that more clear, I'll delete the door.

FYI: I'll be taking a crack at a few versions..

edit: Yeah, that top route really is good.  It adds more variety when you are attacking.
« Last Edit: May 16, 2009, 04:09:25 pm by Blacksheepboy »

Offline Blacksheepboy

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Re: Foundation editing
« Reply #11 on: May 16, 2009, 04:09:50 pm »
Little bunker to left made wider; right entrance to that little bunker is closer to the ground.  Windows in Bravo base given flat surfaces to stand on when shooting out of them... everything else can be recognized by looking at the screenshot.

Oi! and jet increased to 95 ticks.

Update in first post.
« Last Edit: May 16, 2009, 04:15:43 pm by Blacksheepboy »

Offline Blacksheepboy

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Foundation update
« Reply #12 on: May 21, 2009, 08:25:24 pm »
Collateral for deleted cover by alpha cave is a new bunker.  Plays much better.  Not as much cramping by the Alpha cave exit when Bravo explores into the field.  Jet is now 70 ticks.  Screenshot at top, and updated download.

Removed the cave leading into bravo-base low.

Offline demoniac93

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Re: Foundation Revising
« Reply #13 on: May 22, 2009, 09:56:17 am »
Sorry to say this, but you just ruined the map imo.
b&

Offline Blacksheepboy

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Re: Foundation Revising
« Reply #14 on: May 22, 2009, 10:16:26 am »
@demoniac93: Explanation please...?

That's why I'm posting updates here. Maybe I'm asking too much though [shrugs]
« Last Edit: May 27, 2009, 07:43:22 pm by Blacksheepboy »

Offline Blacksheepboy

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Re: Foundation (feedback = great)
« Reply #15 on: May 27, 2009, 07:42:11 pm »
Update again. Please check out top post. It has the up-to-date info.

Offline As de Espada

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Re: Foundation (feedback = great)
« Reply #16 on: May 28, 2009, 01:00:23 am »
man, that upper route is really great!
I think that other route is rouning the map, you kinda lost your focus
I would help peopple going to the upper route, like this
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Offline demoniac93

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Re: Foundation (feedback = great)
« Reply #17 on: May 28, 2009, 06:36:19 am »
man, that upper route is really great!
I think that other route is rouning the map, you kinda lost your focus
I would help peopple going to the upper route, like this

People for crying out loud leave the middle bunker as it was, widen it maybe, ok, but don't change anything else about it. If you wanna get to the top route simply learn m79 jumping or something.
b&

Offline As de Espada

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Re: Foundation (feedback = great)
« Reply #18 on: May 28, 2009, 02:17:33 pm »
yeah... I just thought you could get there without extra damage
I agree with you that this map should have almost no changes from the last one
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Offline zakath

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Re: Foundation (feedback = great)
« Reply #19 on: May 28, 2009, 04:17:03 pm »
have to disagree with those above me the more routes and possible ways to attack the more hectic it gets for bravo as they can't just camp off all routes. which imho turns it into a funner game. SuoWarrior did a map called inf_Camper(unreleased) with nice flag throwing options etc only thing wrong it was mainly one attacking route meaning as an attacker you had to smash your head against the wall time and time again to try and get the flag(not so fun). so haveing multiple ways of attacking keeps the defender at his edge, resulting in a funnier map to play.

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