Author Topic: ctf_Isis (updated)  (Read 2085 times)

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Offline Wraithlike

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ctf_Isis (updated)
« on: June 11, 2009, 06:55:36 pm »
Isis 

By Wraithlike
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New Map, small rapid, unwaypointed. I might get to that. Feedback greatly appreciated! 


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DarkCrusade

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Re: ctf_Isis (updated)
« Reply #1 on: June 12, 2009, 01:20:15 am »
Are these bars at playerspawns OPC or normal? I think the bunker in the middle is too bright inside, you used the same color there again. There are 4 polygonislands on this map but no supports :(

Layout and spawnidea are cool, though, I´ll test it out

Offline Wraithlike

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Re: ctf_Isis (updated)
« Reply #2 on: June 12, 2009, 03:41:48 am »
They're opc, and do islands always need supports?

also thanks to suow and martty for layout help.

DarkCrusade

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Re: ctf_Isis (updated)
« Reply #3 on: June 12, 2009, 07:31:13 am »
This is what I thought of:

Offline mar77a

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Re: ctf_Isis (updated)
« Reply #4 on: June 12, 2009, 12:14:24 pm »
cool, now you need to innovate with the gfx ,

Offline Eagles_Arrows

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Re: ctf_Isis (updated)
« Reply #5 on: June 12, 2009, 03:18:26 pm »
This is what I thought of:

Honestly, that's unnecessary.  The map is fine without those.

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Offline VirtualTT

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Re: ctf_Isis (updated)
« Reply #6 on: June 12, 2009, 03:36:35 pm »
OK map, but here are some suggestions:
- move flag islands a bit to the center
- add little slope to horisontal platforms and islands
- the bunker looks empty inside, how about adding a giant robot there?
- bg color a bit too bright, a bit too much contrast with the rest of the map
and, as always, i don't like vacuum in the middle...

Offline Snake

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Re: ctf_Isis (updated)
« Reply #7 on: June 12, 2009, 05:07:13 pm »
Yeah nice map, not super special, but what ever its cool

Offline Map Artist

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Re: ctf_Isis (updated)
« Reply #8 on: June 13, 2009, 06:56:20 am »
These are the kind of maps that you make that make me sit back and stare at the monitor and think "Why in the hell can't I think up of a layout as simple, yet efficient as that?"

As for the map, I have only two suggestions.  First, I think the polygons surrounding the flag platform should be overlapped, refer to ctf_Cobra.  With a polygon formation such as that, it'll encourage players to backflip in attempts to grab the flag.  Since it isn't overlapped, moving is very rigid and unsmooth.

This may also just be me, but I think I think the map is a bit too small and crowded.  I'm aware its meant to be a small map, but it just feels a bit too crowded and compact.

I don't think I need to comment on the visuals or anything else.  This is Specialist in case if you didn't know.
« Last Edit: June 13, 2009, 07:00:49 am by Map Artist »
It lurks in the deep, waiting for the perfect moment to strike...

Offline Suowarrior

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Re: ctf_Isis (updated)
« Reply #9 on: June 13, 2009, 11:01:23 am »
Felt a bit stiffy at maptest, not feeling comfortable there... Also spawnkill seemed to be an issue. Cool looks, bunker is the best part of map, making gameplay more interesting. Ok map.

Offline As de Espada

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Re: ctf_Isis (updated)
« Reply #10 on: June 13, 2009, 01:00:23 pm »
upper islands are kinda useless, I would lowered them a little, so it would avoid spray and help players to project themselfes. the center dome is kinda exaggerated, I would make that lower too. but if you like it, just make some shadow/light there (in the sky, not in the polys)
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