Author Topic: ctf_Boogaloo  (Read 3687 times)

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Offline The Geologist

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ctf_Boogaloo
« on: July 15, 2009, 12:54:40 am »
(Updated 7/16) So I decided to make a ctf map.  Sketched it out and slapped it up in Polyworks.

Here's the basic layout:
 

Attached is an in game screen shot for scale.  There's no scenery yet, because I'm looking for layout feedback.

Play it, tell me how it functions.

Oh, and all the bridges/column sceneries (except the three small col3 in the middle) are covering OPC polys.  Flag tossing :D.  But not without alternatives.  And, for those who utterly hate maps with the middle route closed off...the middle route is kinda open, just a pain to use.  At least I hope it is. 

Anyhow, layout comments appreciated.  Scenery/theme/color etc are secondary :p. 


Latest update: Added some colliders in the lower route.  Scenery updated, and minor poly tweaks.  Over pic is roughly the same, with added scenery.

I still need to round out some sharp corners if they effect game play too much. Not sure where the worst ones are though.

New version added!  Download! 

Probably the last "idea" version before I release it, so point out any issues now!
« Last Edit: July 16, 2009, 09:03:35 pm by The Geologist »
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Offline Map Artist

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Re: ctf_Boogaloo
« Reply #1 on: July 15, 2009, 02:58:52 pm »
I tested the map with some friends on 4 vs. 4 and it proved to be quite fun.  Most of the action was from the upper route.

The lowest route fell a bit out of gameplay and was really only accessed when the upper became either too chaotic or the EFC was killed and the flag fell.  It's a bit too slow compared to the other routes, but I guess it'll only be used for escaping flag carriers.  It's similar to ctf_Cobra or ctf_Snakebite.

It's a nice map overall and I look forward to it when it's complete.
It lurks in the deep, waiting for the perfect moment to strike...

Offline The Geologist

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Re: ctf_Boogaloo
« Reply #2 on: July 15, 2009, 03:01:30 pm »
Thanks for the feedback.  I may play around with the lower route a bit to either tighten it up and make it more usable, or possible change one of the spawn placements so that it's accessed faster.  The main purpose I had in mind for the lower route was to toss flags up from below, or in from behind the bases.

Updates should be coming along in the next few days, when I can play around with it after work.
With all its sham, drudgery, and broken dreams it is
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Offline Map Artist

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Re: ctf_Boogaloo
« Reply #3 on: July 15, 2009, 03:09:47 pm »
I don't think it's necessary, I like how it is already, since all routes serve a specific purpose and utilize them very well.

And it's also great to have you back.  I look forward to all your maps in the future.
It lurks in the deep, waiting for the perfect moment to strike...

Offline VirtualTT

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Re: ctf_Boogaloo
« Reply #4 on: July 15, 2009, 03:35:37 pm »
Looking at screenshot i can tell one thing: i don't like spawns locations. Random spawns for teams, nades likely will tend to concentrate at low route. Also i never considered flag behind team spawns as good idea.
That backdoor way seems kinda unrealistic to use...
~

^Click to enlarge^

DarkCrusade

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Re: ctf_Boogaloo
« Reply #5 on: July 15, 2009, 03:43:09 pm »
Don´t suggest that VTT, I like the gameplay how it is. A layout can´t be perfect anyway.

Offline The Geologist

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Re: ctf_Boogaloo
« Reply #6 on: July 15, 2009, 06:04:45 pm »
Looking at screenshot i can tell one thing: i don't like spawns locations. Random spawns for teams, nades likely will tend to concentrate at low route. Also i never considered flag behind team spawns as good idea.
That backdoor way seems kinda unrealistic to use...


I'll play around with spawns, etc. more once I do some more thorough play testing.  Probably an extra health spawn up top at least.

Did you actually try the map, or just look at the overview?
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Offline Suowarrior

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Re: ctf_Boogaloo
« Reply #7 on: July 15, 2009, 08:14:35 pm »
I'm agreeing with map artist. Map is looking interesting.

I don't like the spawns behind base (leading to bottom). They make worse the purpose of bottom route, since defender can easier catch the dropped down flag.

Also I don't see point in vertical "only player collide" poly in center. Sure it's pushing players from middle to top and bottom but I think medics that you've placed do that already.

Felt a bit bugsy too, loads of polybugs. I wish you'll fix it.

I'm adding map for playtest at #soldat.mapping, you are welcome to join us. Though the maptesting is usually active at times suitable for euros.

Offline The Geologist

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Re: ctf_Boogaloo
« Reply #8 on: July 15, 2009, 08:24:45 pm »
Upload the new version, still a work in progress (I'm putting it up after this post).  This version has some scenery and a few colliders on the top route.  Just messing around with scenery/theme while looking for stuff to fix.

I actually just tweaked the spawns behind base a bit, so you might not like it that much more now. :p  But if it proves to be bad, I can change it.

I had intended the vertical opc polys to be used for some sort of teamwork.  Flag throwing?  I'm open to suggestion on changing it, but would prefer to leave this intent in tact.

Also, where are the polybugs?  Circle on an overview if possible?
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Offline Suowarrior

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Re: ctf_Boogaloo
« Reply #9 on: July 15, 2009, 08:58:01 pm »
It's more like your mapping tecnique is causing that.

You use pretty old default style polygon placing. If you want small hill, with your style you just add a few polys without fixing the "basic structure". Those polys have bad habit to cause bugs.



The green ones: You've used too thin polys.

The red ones: You've used double polygons as ground which make it unstable. You know how bouncy polygons are made? Placing 50-100 polys together. Well now you have only two but still they are making ground more unstable than they could be.

This one is from Wraithlike's shading tutorial, but it's showing polygon structure which causes less polybugs. Pic is missing overlapping so don't forget that!


Offline VirtualTT

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Re: ctf_Boogaloo
« Reply #10 on: July 15, 2009, 11:29:45 pm »
Looking at screenshot i can tell one thing: i don't like spawns locations. Random spawns for teams, nades likely will tend to concentrate at low route. Also i never considered flag behind team spawns as good idea.
That backdoor way seems kinda unrealistic to use...


I'll play around with spawns, etc. more once I do some more thorough play testing.  Probably an extra health spawn up top at least.

Did you actually try the map, or just look at the overview?

No, i didn't try it in-game... Actually scrap that sketch of mine, i just realized that it looks like ctf_X3...

Offline The Geologist

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Re: ctf_Boogaloo
« Reply #11 on: July 15, 2009, 11:31:43 pm »
Fair enough.

Next update will fix the polybugs pointed out, and hash out more scenery, etc.
With all its sham, drudgery, and broken dreams it is
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Offline zakath

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Re: ctf_Boogaloo
« Reply #12 on: July 16, 2009, 04:43:19 am »
Might go a bit off-topic here but I just want to point out that the polystructure suowarrior posted is a bit flawed.

notice the green circles, the polygon with the pyramid form(pointy edge upwards) will cause that particular place to be buggy as you cant overlap it.

here is what I use instead:

notice how there is no such place and also note that I overlapped all polys. I've made a habit of overlapping polys as I place them which means I almost never have to fix a polybug.

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DarkCrusade

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Re: ctf_Boogaloo
« Reply #13 on: July 16, 2009, 05:04:55 am »
I didn´t know that it are the spiky polygons that cause polybugs. The polygonstructure I use for mapping uses many of those :-X

Offline As de Espada

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Re: ctf_Boogaloo
« Reply #14 on: July 16, 2009, 11:51:12 am »
I think that spawns in front of the flags is what makes this map unusual
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Offline Suowarrior

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Re: ctf_Boogaloo
« Reply #15 on: July 16, 2009, 01:50:17 pm »
Okay just playtested it. Totally great job, basically everyone in the server enjoyed it very much. It felt like Ash, not just the looks but somehow its tactical the same way. Can't say any bad thing about layout itself. Sure you could smooth some corners (especially polysquares with vertical "only player collide" poly).

Going to highly mark this map, when it's time to suggest next defaults.

Offline The Geologist

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Re: ctf_Boogaloo
« Reply #16 on: July 16, 2009, 07:21:28 pm »
Thanks a lot!  I'll have another update out this evening, most likely, that should take care of the rest of the poly bugs you pointed out.  I'll look at smoothing out some of those corners before putting it up here - are you talking about the middle area, or at base?  Also a lot of scenery, etc. will be added compared to the previous version.


@Espada: A good kind of unusual?  'cause I figured it would work well with the middle route being blocked.
« Last Edit: July 16, 2009, 07:48:10 pm by The Geologist »
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Offline As de Espada

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Re: ctf_Boogaloo
« Reply #17 on: July 17, 2009, 03:04:09 pm »
it's always good to try new gameplays, I didn't test it... so I think it's a good unusual
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Offline Biggles

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Re: ctf_Boogaloo
« Reply #18 on: July 18, 2009, 08:53:46 am »
I playtested this map #soldat.mapping, I enjoyed playing it. The combination between low and middle was one of the things that was special for me, it was sometimes confusing while playing but it was cool.

The only thing that I think is negative is the looks, the colours doesn't seem to fit very well together, that texture is quite hard to work with which I know by experience, but it has a nice "ash touch". My advice would be to think "shading". And ofc lots of creates. Well I bet you know how to make a good looking map so I'll just have to wait for it ;>

Offline The Geologist

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Re: ctf_Boogaloo
« Reply #19 on: July 18, 2009, 11:14:24 am »
The only thing that I think is negative is the looks, the colours doesn't seem to fit very well together, that texture is quite hard to work with which I know by experience, but it has a nice "ash touch". My advice would be to think "shading". And ofc lots of creates. Well I bet you know how to make a good looking map so I'll just have to wait for it ;>

Thanks for the comments.  Know that I usually save color/scenery tweaks for the end, once the game play seems good.  The next version will have some updated colors, etc.

"And ofc lots of creates" ---> What does this mean?  You talking scenery crates?
With all its sham, drudgery, and broken dreams it is
still a beautiful world.  Strive to be happy.