Author Topic: ctf_Laos (updated version avaivable)  (Read 10846 times)

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Offline Wraithlike

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ctf_Laos (updated version avaivable)
« on: November 21, 2009, 11:56:25 pm »
Known Issues:
  • Change name to Laos2 or something?
  • Collider on lower route should be middle
  • Medic spawns?

Feel free to post new issues, and discuss the current ones.

Fixed version: Overview, updated in new beta version.
« Last Edit: November 26, 2009, 06:09:21 am by Suowarrior »

Offline As de Espada

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Re: ctf_Laos
« Reply #1 on: November 22, 2009, 12:22:30 am »
I think that the bridges should be more "solid like". I could swear I could shoot through them.
The chads are not intuitive... you don't know where you can pass and where you can't...
« Last Edit: November 22, 2009, 12:24:36 am by As de Espada »
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Offline Suowarrior

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Re: ctf_Laos
« Reply #2 on: November 22, 2009, 03:05:30 am »
In my opinion this map never really needed gameplay update.

By keeping the polygons exactly the same as and just making look update would do a good compromise.

That way we could please both the community and newcomers.

Offline jrgp

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Re: ctf_Laos
« Reply #3 on: November 22, 2009, 03:13:20 am »
By keeping the polygons exactly the same as and just making look update would do a good compromise.
What about removing/changing the slightly useless boxes that are right in front of the entrance to both bases?
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Offline Suowarrior

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Re: ctf_Laos
« Reply #4 on: November 22, 2009, 03:19:19 am »
What about removing/changing the slightly useless boxes that are right in front of the entrance to both bases

Someone might have always used them for something boosting for example. If they are slightly useless, the doesnt matter so they can hang out there in future too :)

Offline chaways

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Re: ctf_Laos
« Reply #5 on: November 22, 2009, 04:33:15 am »
imo. just change a entrace from both sides of the bottom, cus it`s too small.

Rest should be normal, was better.

Offline Boots

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Re: ctf_Laos
« Reply #6 on: November 22, 2009, 05:02:40 am »
Worst change ever, should keep the original.
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Offline F r i T Z

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Re: ctf_Laos
« Reply #7 on: November 22, 2009, 10:40:04 am »
I prefere to keep the original than this new version.
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Offline As de Espada

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Re: ctf_Laos
« Reply #8 on: November 22, 2009, 10:42:35 am »
I prefer the original version too... it was a popular map, and didn't have any major issues
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Offline jerich

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Re: ctf_Laos
« Reply #9 on: November 22, 2009, 11:27:50 am »
Hard to see bg color
The huts are rather annoying

And Suo, when you talk about the look update, I was hoping the author would keep the original layout and maybe a few shading here and there, and maybe a touchup on a bit of scenery, but it looks like a completely different map.

Please keep the original, at least for nostalgia sakes.
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Offline zakath

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Re: ctf_Laos
« Reply #10 on: November 22, 2009, 02:53:49 pm »
Latest version. playable at #soldat.mapping
Update:
- No huts
- Fixed fps

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Offline Illuminatus

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Re: ctf_Laos
« Reply #11 on: November 22, 2009, 04:28:18 pm »
way better!
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Offline Devastated Mind

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Re: ctf_Laos (updated version avaivable)
« Reply #12 on: November 22, 2009, 04:47:15 pm »
In my opinion this map never really needed gameplay update.

By keeping the polygons exactly the same as and just making look update would do a good compromise.

That way we could please both the community and newcomers.

Agreed. The current remake-version is still for the looks only. The old map was fun to play, why change it. In the remake we basically have a totally leveled Laos, with (way too) regular small hills in the ground. The gameplay is more average due to the faster pace and the defaulted, smoothened polys. In the old version the low route was simply the best alt route in the whole game. I had some of the most intense 1on1 battles in CTF3on3 down there and awesome caps can happen there. The top route was nice since the spray fix of 1.4 (until then it was a bit annoying because esp. the red base could be sprayed easily). It has a classic feeling to it and I'm sure most of the community remember the good old days of when it was default and have a tear rolling down their face seeing what is happening to it :<.

Btw don't remove the spaces in the rocks that float before the bases. The one close to alpha base was kinda useless, but the one near bravo base actually IS used by some players. I don't like to see the classic details removed.
« Last Edit: November 22, 2009, 04:50:15 pm by Devastated Mind »

Offline As de Espada

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Re: ctf_Laos (updated version avaivable)
« Reply #13 on: November 22, 2009, 05:10:02 pm »
could you plz post the new version here?
lower route could have a little more scenerys (I can't seem them well from the OV =/)
those huts were the major problem of the remake, maybe now this will be more popular...

I agree that the lower route was the best alt route in the entire game, now it's kind of a walk in the park...
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Offline Suowarrior

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Re: ctf_Laos (updated version avaivable)
« Reply #14 on: November 22, 2009, 05:11:32 pm »
could you plz post the new version here?

Updated download link at the WL's opening.
edit: just checked I linked only .pms file, now its linked into rar
« Last Edit: November 22, 2009, 05:15:29 pm by Suowarrior »

Offline jerich

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Re: ctf_Laos (updated version avaivable)
« Reply #15 on: November 22, 2009, 05:31:50 pm »
The land under the two floating polygons is much linear than the original version, I know you guys want more speed and making it easier to maneuver, but you're also increasing the chances of making it more spray friendly and people sitting at the top of the hill ricocheting bullets onto players trying to climb up.
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Offline biohazard

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Re: ctf_Laos (updated version avaivable)
« Reply #16 on: November 22, 2009, 05:47:45 pm »
Latest version. playable at #soldat.mapping
Update:
- No huts
- Fixed fps

How is that way to fix fps? removing some scenaries?

Offline zakath

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Re: ctf_Laos (updated version avaivable)
« Reply #17 on: November 22, 2009, 05:58:20 pm »
Latest version. playable at #soldat.mapping
Update:
- No huts
- Fixed fps

How is that way to fix fps? removing some scenaries?
low fps derivate from one main thing and that is transparency or rather semi-transparency.
which in soldat maps means:
- png scenery
- fading polygons

Other sources of low fps can be
stacking a lot of sceneries/polygons on top of each other.
haveing sceneries in "front" meaning it will be heavier calculations for when there is bullets/explosions.

So what has been done here and what will be done on all maps.
- no png scenery only bmp scenery.
- no faded polygons.


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Offline Boots

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Re: ctf_Laos (updated version avaivable)
« Reply #18 on: November 22, 2009, 08:09:06 pm »
Remove the health packs that are in the alt route and up top. Just keep them at bases. Overwise there will be more campers low.

Other than that, I like it now.
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Offline As de Espada

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Re: ctf_Laos (updated version avaivable)
« Reply #19 on: November 23, 2009, 12:13:03 pm »
Remove the health packs that are in the alt route and up top. Just keep them at bases. Overwise there will be more campers low.

Other than that, I like it now.
Totally agree with him. Medkits after the flag were a very interesting thing in laos, you'll have to choose if you would pick them, loosing time but winning health, or just run away the fast as possible.
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