Author Topic: ctf_Inte [2nd remake]  (Read 2433 times)

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Offline Biggles

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ctf_Inte [2nd remake]
« on: July 20, 2009, 04:27:51 am »
Allright I'm not satisfied with this map so I decided too once again, remake it.
I'll probably make new version too.

I'll call it version 3
Changes:
- Made the lower route smaller and added 2 openings at the middle.
- Moved the flag + the polys it's stading on, closer to the spawns

EDIT:

- Removed the bars at top above the flags
« Last Edit: January 09, 2010, 09:58:28 am by Biggles »

Offline MetsuriTossavainen

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Re: ctf_Inte [remake]
« Reply #1 on: July 20, 2009, 05:32:05 am »
I have never played the original Inte but I'll give this a shot.

DarkCrusade

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Re: ctf_Inte [remake]
« Reply #2 on: July 20, 2009, 06:01:14 am »
Well, Biggles, it seems like if you don´t have a layout going you simply remake one of your good maps. Best example: ctf_Rotten. Were it 2 or 3 remakes? :) I liked the old ctf_Inte a lot more than this remake. It was perfect in my opinion, even better than ctf_Ash (just my thought, don´t be me!) :)

Too bad you can´t write back.

Offline Biggles

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Re: ctf_Inte [2nd remake]
« Reply #3 on: January 08, 2010, 01:55:43 pm »
Another version is up once again

DarkCrusade

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Re: ctf_Inte [2nd remake]
« Reply #4 on: January 08, 2010, 02:06:55 pm »
I could quote myself now but I won´t since my post is visable all around. Compared to the first version of this map things got worse, these root additions are complicating things a lot. The bridges won´t be used for anything but camping (top). The bottom route should be the safest but with those new bridges it gets more unsecure. Also I think that those pillars in the middle look pretty bad and you should change them. Please compare the flagbases pillars to each other. Those at the flag do have higher opacity than the lower ones what looks kind of out of place.

To come to a conclusion: 1st version was the best, I loved playing it. Don´t change Inte :(

Offline Biggles

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Re: ctf_Inte [2nd remake]
« Reply #5 on: January 08, 2010, 02:11:06 pm »
I think you'r wrong

DarkCrusade

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Re: ctf_Inte [2nd remake]
« Reply #6 on: January 08, 2010, 02:31:32 pm »
Oh, why?

Offline Biggles

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Re: ctf_Inte [2nd remake]
« Reply #7 on: January 09, 2010, 10:01:12 am »
another update, and no, the first version was not the best imo. Although it pains me I finally removed the bars at top. But the lower bridges will stay, I wont change anything before I get chance to try it in a 3v3,

DarkCrusade

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Re: ctf_Inte [2nd remake]
« Reply #8 on: January 09, 2010, 11:57:20 am »
another update, and no, the first version was not the best imo. Although it pains me I finally removed the bars at top. But the lower bridges will stay, I wont change anything before I get chance to try it in a 3v3,

Most of my suggestions were regarding to visuals anyway so don´t mind them until you are sure about the layout.

Offline Blacksheepboy

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Re: ctf_Inte [2nd remake]
« Reply #9 on: January 09, 2010, 12:54:18 pm »
And you once called me a perfectionist, if I recall correctly...

I suppose that is something we may have in common. I am still not satisfied (to the point of "I am 100% done") with a lot of my maps (but so far I am content to have it be that way).
« Last Edit: January 09, 2010, 12:56:13 pm by Blacksheepboy »

Offline Biggles

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Re: ctf_Inte [2nd remake]
« Reply #10 on: January 09, 2010, 01:41:21 pm »
And you once called me a perfectionist, if I recall correctly...
Well I might be some kind of perfectionist in a way, so I understand you, though I only map when it's fun

Offline Horve

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Re: ctf_Inte [2nd remake]
« Reply #11 on: January 10, 2010, 04:12:17 am »
Good job here, your map looks just like any other ordinary ctf map. You have no special mapping style, this map could have been made by any other jingbang from around here (of course not dominik, can't ever forget him). That's what all true warriors strive for, right? Oh wait...

Offline Blacksheepboy

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Re: ctf_Inte [2nd remake]
« Reply #12 on: January 10, 2010, 04:59:01 pm »
Good job here, your map looks just like any other ordinary ctf map. You have no special mapping style, this map could have been made by any other jingbang from around here (of course not dominik, can't ever forget him). That's what all true warriors strive for, right? Oh wait...

Huh, oddly enough, this reminds me of the question "Why do we, the mappers of today, map?"

Offline Boots

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Re: ctf_Inte [2nd remake]
« Reply #13 on: January 10, 2010, 05:18:45 pm »
ive played this map, I like it but one thing that was bothering me was spawn killing, and the spawn points.
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Offline As de Espada

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Re: ctf_Inte [2nd remake]
« Reply #14 on: January 12, 2010, 12:44:33 am »
I think the lower hill should be earlyer, so peopple can go up and down to/from the flag more flowy
I would change top polys, just a little bit (outsiders), from left to right
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Offline Biggles

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Re: ctf_Inte [2nd remake]
« Reply #15 on: January 12, 2010, 06:35:27 pm »
I think the lower hill should be earlyer, so peopple can go up and down to/from the flag more flowy
I would change top polys, just a little bit (outsiders), from left to right

okay, ty for sugg, I'll do something when the time comes