Author Topic: ctf_PlakePin  (Read 1249 times)

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Offline Biggles

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ctf_PlakePin
« on: July 12, 2009, 12:12:53 pm »
Here is my new map PlakePin, I wanted to make something close to Death2 but not a remake of death2, so I kinda stole the spawns. Although I have some problems, I'm not sure about the gameplay if anyone has any suggestions please show me :)

EDIT: another version is up, as soon as the layout is done, I'll continue with the sceneries :)

Version, 1.01
« Last Edit: July 18, 2009, 04:46:04 pm by Biggles »

Offline zakath

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Re: ctf_PlakePin
« Reply #1 on: July 12, 2009, 01:04:00 pm »
spawns? flags?

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Offline Biggles

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Re: ctf_PlakePin
« Reply #2 on: July 12, 2009, 01:18:03 pm »
Fack!, sorry, I'll fix it

EDIT: fixed

btw, I'd prefer if you don't playtest it I haven't fixed all the bugs yet and a playtest would be a failure
« Last Edit: July 12, 2009, 03:02:48 pm by Biggles »

DarkCrusade

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Re: ctf_PlakePin
« Reply #3 on: July 12, 2009, 01:31:53 pm »
Flag to flag shots? Never was a good idea. Place the flags higher and make a entrance to the top route from spawns.

Offline As de Espada

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Re: ctf_PlakePin
« Reply #4 on: July 12, 2009, 04:41:32 pm »
entrance from flag to upper route, and viece-versa, a little tunnel
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Offline Biggles

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Re: ctf_PlakePin
« Reply #5 on: July 15, 2009, 04:34:21 am »
Here comes the update, although I missed that entrance from the upper route, I'll fix that in the comming version, it's quite bugfixed now and should be fully playable. I added another small route at low.



here's just a quick idea, I don't know yet if I can do something with it.
http://www.your-images.org/pics/9a6eacf5cf2934b1b7d5a8a16cea3751.png

DarkCrusade

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Re: ctf_PlakePin
« Reply #6 on: July 15, 2009, 05:12:55 am »
Forget that idea, that tunnel is unnecessary. Something colliding in front of flag would be nice, maybe differenciate the flagbase from the rest with OBC polygons with a round look so flag-to-flag shots with Barret/LAW won´t be so effective.

Offline Biggles

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Re: ctf_PlakePin
« Reply #7 on: July 15, 2009, 02:53:10 pm »
added some sceneries and stole some lights from vivid :D hope you don't mind suow

DarkCrusade

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Re: ctf_PlakePin
« Reply #8 on: July 15, 2009, 03:25:03 pm »
Layout is perfect, now add some nice background :) Near flags should be boosting options, though.

Offline As de Espada

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Re: ctf_PlakePin
« Reply #9 on: July 16, 2009, 11:42:03 am »
I think that the lower tunnel is just protecting the flagger too much
nice "fence" in the left bottom
can't wait for the grass :D
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Offline Biggles

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Re: ctf_PlakePin
« Reply #10 on: July 18, 2009, 04:42:49 pm »
Next version, Changed the top route abit, added some sceneries, though during the maptest, it was said that it was to vertical, can anyone explain that word for me, I mean combined to mapping and this map. It's better to ask and feel dumb then not asking at all and keep being dumb :P.


Offline zakath

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Re: ctf_PlakePin
« Reply #11 on: July 18, 2009, 05:12:08 pm »
vertical = up/down space wise so I guess they meant that you should compress the map height wise.

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Offline As de Espada

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Re: ctf_PlakePin
« Reply #12 on: July 18, 2009, 06:41:52 pm »
I really think that "lower route" is too protected
and there's no good reason for peopple go up (once the take the flag)
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Offline Biggles

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Re: ctf_PlakePin
« Reply #13 on: July 19, 2009, 05:06:53 am »
I really think that "lower route" is too protected
and there's no good reason for peopple go up (once the take the flag)

actually the lower route leaks alot because its kinda like 3 routes down there (counting the little bridge I made) well it's possible to go up but it's hard, if you got any suggestion how I could make it easier for a flag carrier to get away there show me please I'd appreciate it.

vertical = up/down space wise so I guess they meant that you should compress the map height wise.

allright that's what I'll do with the next version.

EDIT: map done and posted
« Last Edit: July 19, 2009, 08:50:32 am by Biggles »