Author Topic: ctf_Ruins  (Read 8896 times)

0 Members and 1 Guest are viewing this topic.

Offline Suowarrior

  • Global Moderator
  • Veteran
  • *****
  • Posts: 1060
  • There will be time when I create maps again.
ctf_Ruins
« on: November 22, 2009, 03:02:24 am »
Known Issues:
  • The polys under the flag doesn't look colliding

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




From: November 22, 2009, 03:13:17 am
This one is one of my favourites. No more polybugsy s**t! It improves the play in every aspect. It also looks unique, and simple (which is better in gameplay perspective too). To my knowledge original isn't very popular, at least in SCTFL. Got no reasons for not to vote for it.
« Last Edit: November 22, 2009, 03:37:31 am by Suowarrior »

Offline As de Espada

  • Moderator
  • Veteran
  • *****
  • Posts: 1493
  • Mapper
    • My maps
Re: ctf_Ruins
« Reply #1 on: November 22, 2009, 10:27:00 am »
the "moon" has too much contrast, maybe could be added a blur effect (quite eazy, 2 scenerys with oppacity almost in the same place)
All my maps | my latest map: SoldatX Racing Mappack
me making a map on youtube: ctf_FastMade

Offline Vv00t-SN

  • Camper
  • ***
  • Posts: 374
  • I aim to please!
    • fuck you skoskav & everyone else fucking with my profile all the time.
Re: ctf_Ruins
« Reply #2 on: November 22, 2009, 04:27:10 pm »
What is the point of giving each structure on the map an extra "frame" of some light color?
It seems like the idea of "make map look like its name" has been forced on this one particularly, and it doesnt make a very good impression far as Im concerned :x

either this kid has a lightbulb up his butt, or his colon has a great idea.
Soldat Quote DB: http://qdb.soldatgather.com/

Offline jerich

  • Camper
  • ***
  • Posts: 331
Re: ctf_Ruins
« Reply #3 on: November 22, 2009, 05:24:14 pm »
http://stats.sctfl.net/index.php?map=ctf_Division
Ruins as a standard map has been played ONLY 12 times and doesn't even make ONE percent of the maps played in SCTFL (~4000+ rounds)

I kinda like the old Ruins, but this one to me is probably one of the worst remakes. I agree with Vvoot, no one really cares about making the map match its name, its just an identification. If that was the case every map is about going "Base 2 Base", so let's rename each map ctf_B2b1, ctf_B2b2... ctf_B2b30.

Well, the reason I don't like this, and most of the remakes is because everything is too linear. The roofs of the "ruins" and even low is one big line. Also, people mention what polys are OPC and what are normal polys. People are getting confused because each map is inconsistent.



-------------------------
I agree that Ruins should be replaced. Maybe I been reiterating myself. Maybe, I might have a bias. Take it as you want but I wouldn't recommend it if I didn't believe it would work. ctf_Jungul and ctf_Ruins have many similarities to call this a "remake" without taking the name or what not. The low part works the same, the spawns are the same, even the middle part is all open just like Ruins. The differences is removing the middle island, the hanging top islands, and making the flag more "easily" accessible for all routes, as well as making an easy escape(with 4 different choices to escape). The theme is different from Ruins, but without overdoing the sceneries and keeping it fairly simple. I believe the flag placement and these changes can intensify gameplay and make it more used than Ruins. I guess this will be the last time mentioning this, since I've said this numerous times and you guys are probably frowning upon this idea. Whatever you do, hopefully you do it for the better in the next version.
Clan: R7 | The Ruthless


Offline Vv00t-SN

  • Camper
  • ***
  • Posts: 374
  • I aim to please!
    • fuck you skoskav & everyone else fucking with my profile all the time.
Re: ctf_Ruins
« Reply #4 on: November 23, 2009, 12:08:48 pm »

If that was the case every map is about going "Base 2 Base", so let's rename each map ctf_B2b1, ctf_B2b2... ctf_B2b30.


I thought the full name was Bridge2Bridge ;o

either this kid has a lightbulb up his butt, or his colon has a great idea.
Soldat Quote DB: http://qdb.soldatgather.com/

Offline As de Espada

  • Moderator
  • Veteran
  • *****
  • Posts: 1493
  • Mapper
    • My maps
Re: ctf_Ruins
« Reply #5 on: November 23, 2009, 12:18:14 pm »
I like ctf_Jungul very much, it's very flowy.
The maps's similarity is very high too.
All my maps | my latest map: SoldatX Racing Mappack
me making a map on youtube: ctf_FastMade

Offline Biggles

  • Flagrunner
  • ****
  • Posts: 590
  • Mapping rotating
Re: ctf_Ruins
« Reply #6 on: November 24, 2009, 12:09:27 pm »
I'm gono be honest, ctf_Jungul looks 10x times worse then Ruins, fix the looks and it'll be cool
green green green.. nahh

Offline jerich

  • Camper
  • ***
  • Posts: 331
Re: ctf_Ruins
« Reply #7 on: November 24, 2009, 07:12:55 pm »
I could easily fix the looks, fine. But SuoW is asking me to remove a route, because there is just too many. What this does is make the map more generic. I thought we wanted to add variety to the maps.

I am offering something that is not your traditional map, and although SuoW is very good at what he does doesn't mean I have to agree. Sure, it can work if you remove a route, but then why add it if it's just gonna play just like other maps.

The multiple routes doesn't work in big maps, but should work fine in this one. I made this map small enough, so each point is accessible, easy to cut off opponents, and thus making more action. More routes makes more gameplay options, more variety, and I would think more fun. This also works in all game modes including R/S which some people tend to forget about.

I get the point that this map won't be in consideration, but regardless, changing the gameplay of the map isn't what I'm going to do because of one voice, when I've seen positive responses about the gameplay from other people.
Clan: R7 | The Ruthless


Offline Monsteri

  • Artist
  • Flagrunner
  • ******
  • Posts: 769
  • Strange thing
Re: ctf_Ruins
« Reply #8 on: March 17, 2011, 01:38:55 pm »
I request to replace with this

this:
Sorry if I'm insolent.

Offline thegrandmaster

  • Flagrunner
  • ****
  • Posts: 543
    • Grandy on Steam
Re: ctf_Ruins
« Reply #9 on: March 17, 2011, 01:42:16 pm »
I like ruins... but the remake has.. ruined it.
ohgodwhydidInamemyselfthis. Just call me Grandy.

DarkCrusade

  • Guest
Re: ctf_Ruins
« Reply #10 on: March 17, 2011, 01:51:15 pm »
I don't know why anyone would want to replace ctf_Ruins. I plain love the visuals! If the polybugs are such an issue, I'll fix them my very self.

Offline Blacksheepboy

  • Veteran
  • *****
  • Posts: 1817
Re: ctf_Ruins
« Reply #11 on: March 17, 2011, 01:58:21 pm »
it's funny. I truly prefer ctf_Jungul looks better.

Offline Suowarrior

  • Global Moderator
  • Veteran
  • *****
  • Posts: 1060
  • There will be time when I create maps again.
Re: ctf_Ruins
« Reply #12 on: March 17, 2011, 02:16:26 pm »
Ruins is replaced cos it's the worst of basic default maps. Meaning with that it's the least original and popular map. And there's reason to change it and in my opinion new Ruins is better all the way, looks better, better play, less polybugs.

Though Ruins layout could be deleted completely.
« Last Edit: March 17, 2011, 02:18:42 pm by Suowarrior »

Offline Monsteri

  • Artist
  • Flagrunner
  • ******
  • Posts: 769
  • Strange thing
Re: ctf_Ruins
« Reply #13 on: March 17, 2011, 02:57:51 pm »
Ruin is kinda fine for me.. Whatabout my replacement? >:D
Sorry if I'm insolent.

Offline Bistoufly

  • Soldat Beta Team
  • Flagrunner
  • ******
  • Posts: 782
Re: ctf_Ruins
« Reply #14 on: March 17, 2011, 03:54:33 pm »
I really don't like this map.

The old ruins was fun to run to. There was plenty of tricks possible. And a lot of complex kick-jumps too.

This one has a boring low and mid route. And the high route (roofs) is useless.



DarkCrusade

  • Guest
Re: ctf_Ruins
« Reply #15 on: March 17, 2011, 04:40:49 pm »
The new ctf_Ruins is too much ctf_Voland and too less ctf_Ruins. Apart from lack of ruins.

Offline L[0ne]R

  • Soldat Beta Team
  • Rainbow Warrior
  • ******
  • Posts: 2079
  • need a life. looking for donors.
Re: ctf_Ruins
« Reply #16 on: March 17, 2011, 06:40:36 pm »
For one: we already have wayyy too many jungle-themed maps. Two - remake seems nothing like the original ruins, it's a completely different map, except even more generic.

I liked the original ruins both in gameplay and in visuals.

Offline As de Espada

  • Moderator
  • Veteran
  • *****
  • Posts: 1493
  • Mapper
    • My maps
Re: ctf_Ruins
« Reply #17 on: April 25, 2012, 09:41:27 am »
ruins was shortened

tested yesterday. This version was very praised, much better
All my maps | my latest map: SoldatX Racing Mappack
me making a map on youtube: ctf_FastMade

Offline Bistoufly

  • Soldat Beta Team
  • Flagrunner
  • ******
  • Posts: 782
Re: ctf_Ruins
« Reply #18 on: May 30, 2012, 09:49:30 am »
At first I didn't like the remake but then it really grew on me.

And the new version (1.6.3) really improved on the last one.

I like how the layout gives much space for running.
Many escape possibilities by switching routes. Clever positioning of the colliders.

:)

GJ As de Espada

Offline Fede-

  • Major(1)
  • Posts: 15
  • Rasta la Victoria siempre!
    • Soldat Argentina
Re: ctf_Ruins
« Reply #19 on: May 30, 2012, 09:54:48 am »
ruins was shortened

tested yesterday. This version was very praised, much better
:/ all maps has been shortened, ruins, run, scorpion, etc

Offline machina

  • Soldat Beta Team
  • Veteran
  • ******
  • Posts: 1117
  • The world isn't nice. Why should I be...?
Re: ctf_Ruins
« Reply #20 on: May 31, 2012, 03:06:37 pm »
:/ all maps has been shortened, ruins, run, scorpion, etc
Because now it's 3v3 designed. I'm personally not super happy about every change (watch Run), but it promos cws more now.

Offline Fede-

  • Major(1)
  • Posts: 15
  • Rasta la Victoria siempre!
    • Soldat Argentina
Re: ctf_Ruins
« Reply #21 on: May 31, 2012, 03:46:37 pm »
this last one is true, the longest maps were only played in public with many people.