Author Topic: Recommendation: ctf_Chernobyl2  (Read 5261 times)

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Offline Wraithlike

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Recommendation: ctf_Chernobyl2
« on: November 22, 2009, 01:05:45 am »
Chernobyl2
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Chernobyl problems that were fixed:
*now all routes are useful, it's easier to change from top to down and vice-versa
*the "castles" (spawn bases) are not a cage anymore
*looks are better
*polys are not forming those ugly corners.
*those huge and distracting sceneries on the background were removed
*other things...

Discuss.
« Last Edit: November 22, 2009, 01:11:07 am by Wraithlike »

Offline As de Espada

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Re: Recommendation: ctf_Chernobyl2
« Reply #1 on: November 22, 2009, 10:17:04 am »
You forggot to add the first thing that I mentioned:
This maps is classic and was default long time ago, a remake of a map of that time is really interessting for new and old players.
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Offline jerich

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Re: Recommendation: ctf_Chernobyl2
« Reply #2 on: November 22, 2009, 12:05:02 pm »
To me, this will be nothing more than nostalgia, but I feel this will not be played that much if it's re-released. Some nice fixes on the remake, but that flag-placement is just to awkward imo and it doesn't change the fact that the main route is still a sprayfest top, and the easiest route to escape(low), is not only a sprayfest, but it's linear design makes it even worse.
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Offline Devastated Mind

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Re: Recommendation: ctf_Chernobyl2
« Reply #3 on: November 22, 2009, 04:53:14 pm »
True, this map was removed for a reason and it's still applying. Even with the changes.

Offline Snow

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Re: Recommendation: ctf_Chernobyl2
« Reply #4 on: November 23, 2009, 04:31:31 pm »
This is a totally very odd question, but I happen to work with radioactive material. Is it possible to script an emitter - that the closer you are, the faster you lose health? Then if you're right next to it or touching it - pretty much instant death. Radiation is like light. It travels in a straight line with a high energy and so can penetrate a lot more than visible light can. If you could see radiation it would be just like in the visual representation in the map - the further away from the source, the less exposure you get. At work we have little capsules - if you could see what they gave off - they'd be like tiny ultra bright stars.
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Offline As de Espada

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Re: Recommendation: ctf_Chernobyl2
« Reply #5 on: November 23, 2009, 05:31:08 pm »
This is a totally very odd question, but I happen to work with radioactive material. Is it possible to script an emitter - that the closer you are, the faster you lose health?
yes, but it would deal dmg only every sec (I think that more actions per second is still bugs).

If you could see radiation it would be just like in the visual representation in the map - the further away from the source, the less exposure you get. At work we have little capsules - if you could see what they gave off - they'd be like tiny ultra bright stars.
haha that was pure luck  :P
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Offline Snow

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Re: Recommendation: ctf_Chernobyl2
« Reply #6 on: November 23, 2009, 05:52:52 pm »
yes, but it would deal dmg only every sec (I think that more actions per second is still bugs).
On one hand that would be fine, but due to the fact that players would be moving through the area pretty fast, I guess that wouldn't work. Darn.

haha that was pure luck  :P

Hehe, well it's definitely spot on.

Speaking of visual representation, are you an artist by chance? Your colors, light/shadow and balance of foreground and background are awesome. That's the kind of level of detail I'd like to see in newer maps. Enough detail to get the feel and fit the theme, but not too much that it would start getting distracting. I also favor a limit to textures. Here there are a lot of solid areas in the map and they're nice and blank - just how they ought to be.
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Offline As de Espada

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Re: Recommendation: ctf_Chernobyl2
« Reply #7 on: November 23, 2009, 06:15:09 pm »
I'm sorry, but most of the map was taken of vig's factory. He is the artist, my main work was the bright stars and the spawn bases. I did some changes here and there offcourse, but the theme is his.
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Offline Boots

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Re: Recommendation: ctf_Chernobyl2
« Reply #8 on: November 23, 2009, 11:35:37 pm »
Eh, don't like this one. Was a horrible map to play on. Still looks like it to.
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Offline nosejj

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Re: Recommendation: ctf_Chernobyl2
« Reply #9 on: July 22, 2010, 09:05:46 pm »
Epic map! I loved it when it was deafult!
I would love it to be on the next Soldat version!

Offline darDar

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Re: Recommendation: ctf_Chernobyl2
« Reply #10 on: July 26, 2010, 08:53:39 pm »
Epic map! I loved it when it was deafult!
I would love it to be on the next Soldat version!
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DarkCrusade

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Re: Recommendation: ctf_Chernobyl2
« Reply #11 on: July 26, 2010, 08:57:54 pm »
I never liked this map. The fact that the paths are straight makes it easy for one or two campers to block the tunnel to the flag completly with random shots. The new looks are way better but I still see no reason to add it.

Offline duz

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Re: Recommendation: ctf_Chernobyl2
« Reply #12 on: September 07, 2010, 05:56:06 am »
I never liked this map. The fact that the paths are straight makes it easy for one or two campers to block the tunnel to the flag completly with random shots. The new looks are way better but I still see no reason to add it.

I never liked this map too.
I think that ctf_Crashed is so better than ctf_Chernobyl and ctf_Chernobyl2. But we dont need more official maps!
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Offline Ymies

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Re: Recommendation: ctf_Chernobyl2
« Reply #13 on: June 04, 2011, 08:10:25 pm »
the map is fun for casual play but has zero potential for the competitive kind