Author Topic: Inf_Motheaten ~ v1.1  (Read 9337 times)

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Offline smiluu

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Inf_Motheaten ~ v1.1
« on: December 11, 2009, 08:49:33 pm »
Remake of my 2nd inf map ever made, layout was quite good considering its six years old
and my mapping skills were quite equal to murlock's diarrhea back then, looks of it was so frightening that
I could flush the toilet without any hesitation. Well, whatsoever here's remake and visuals aren't that
much more amazing.. Basically mixture of oldschool, modern, halfmodern, viggolostyle




I improved layout as I was skanning the map with my eyeballs, looking for flaws and polybugs.
Quite a piece of s**t overally, 311 polygons, 232 sceneries, 31 spawns, 31 colliders, normal jet,
no waypoints, no pngs, no transexual polygons, no useless borders, no bubbu prattle, no bulls**t. Enjoy..

Waypointer would be lovely - suggestions as well.
« Last Edit: December 13, 2009, 04:04:01 pm by smiluu »

DarkCrusade

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Re: Inf_Motheaten
« Reply #1 on: December 11, 2009, 09:31:51 pm »
I like it. Looks promising :)

Offline As de Espada

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Re: Inf_Motheaten
« Reply #2 on: December 11, 2009, 11:17:20 pm »
this map should be tested
no transexual polygons wheeeeeeee (o/
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Offline L[0ne]R

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Re: Inf_Motheaten
« Reply #3 on: December 12, 2009, 12:22:33 am »
Looks nice, layout is good too. I really hope I'll get a chance to test it with more people soon.



Oooooh Graaaaaaaveyyyy! where areeee youuu?

Offline Suowarrior

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Re: Inf_Motheaten
« Reply #4 on: December 12, 2009, 09:21:33 am »
Seems decent. Weird bravo spawn in bottom. We'll see how it works.

I'll set it for #soldat.mapping server. It seems we got a few new inf maps to test. So I'll try arrange 3on3 inf gather(s) there soon.

Offline Crimson Goth

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Re: Inf_Motheaten
« Reply #5 on: December 12, 2009, 01:28:42 pm »
ill add it to my server for testing

Offline L[0ne]R

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Re: Inf_Motheaten
« Reply #6 on: December 13, 2009, 03:33:27 pm »
Played a few games, and here are my comments:
- Left side of the map has a CRAPLOAD of colliders. I was having a really hard time finding a safe spot to fire my Law, while right side could use more of them.

- Colliders and non-colliders look very much a like. Reduce the opacity for non-collider boxes and barrels to around 10-20%.

- Bug: some sceneries have a gap between them and a polygon. It's hard to see in Polyworks, but very visible in-game. They need to go a bit deeper inside polygons. (however it doesn't occur in 1.5.1 for some reason)
I marked locations of such sceneries on the picture below.

Overall it's a very nice map. Interesting layout, nice balance, good looks.
It doesn't quite feel like an INF map (some players said it's more CTF'ish and R/S'ish and I agree), but it's still fun.
« Last Edit: December 13, 2009, 03:37:17 pm by L[0ne]R »

Offline smiluu

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Re: Inf_Motheaten ~ v1.1
« Reply #7 on: December 13, 2009, 04:06:52 pm »
Version 1.1 In first post attachment now.
Still in lack of waypoints, but what changed:

-Map information added  :-[
-Gap sceneries fixed
-Noncolliders recognizable now
-Removed some useless colliders:

Offline L[0ne]R

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Re: Inf_Motheaten ~ v1.1
« Reply #8 on: December 13, 2009, 04:19:49 pm »
Nice, that's a lot better now. :]

There are still problems with the grass at the bottom-left though. At least here's how it looks for me in 1.5 (1024x768, windowed, no anti-aliasing). But again, somehow it doesn't occur in 1.5.1 with same settings.

But since it's in an unimportant part of the map and it's not occurring in newer versions - it's not a big deal.
« Last Edit: December 13, 2009, 04:22:21 pm by L[0ne]R »

Offline As de Espada

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Re: Inf_Motheaten ~ v1.1
« Reply #9 on: December 13, 2009, 11:22:47 pm »
I think that the main reason that it doesn't occur in 1.5.1 is because on 1.5.1 the polys have edges for you, and those edges are filling the empty space.
Yeah, I know it's weird, but try playing htf_Void on 1.5 and in 1.5.1 you'll see the difference.
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Offline L[0ne]R

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Re: Inf_Motheaten ~ v1.1
« Reply #10 on: December 13, 2009, 11:37:25 pm »
I think that the main reason that it doesn't occur in 1.5.1 is because on 1.5.1 the polys have edges for you, and those edges are filling the empty space.
Yeah, I know it's weird, but try playing htf_Void on 1.5 and in 1.5.1 you'll see the difference.
That's what I thought too, but doesn't 1.5 have edges too? There is Edges folder in Soldat/Textures/
If 1.5.1 has thicker edges - that would make sense..

Offline As de Espada

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Re: Inf_Motheaten ~ v1.1
« Reply #11 on: December 14, 2009, 12:01:35 am »
yes, but maybe I/you somehow disabled it...
Yeah, I know it's weird, but try playing htf_Void on 1.5 and in 1.5.1 you'll see the difference.
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Offline L[0ne]R

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Re: Inf_Motheaten ~ v1.1
« Reply #12 on: December 14, 2009, 03:58:08 pm »
yes, but maybe I/you somehow disabled it...
Yeah, I know it's weird, but try playing htf_Void on 1.5 and in 1.5.1 you'll see the difference.
Yeah. It seems that in 1.5 edges don't show up at all (for me at least). :/

Offline smiluu

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Re: Inf_Motheaten ~ v1.1
« Reply #13 on: December 15, 2009, 03:59:31 pm »
So, anyone willing to help with waypoints? :]

Offline Crimson Goth

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Re: Inf_Motheaten ~ v1.1
« Reply #14 on: December 15, 2009, 11:47:28 pm »
I like this map. Very fun on both teams.

Offline L[0ne]R

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Re: Inf_Motheaten ~ v1.1
« Reply #15 on: December 15, 2009, 11:55:56 pm »
So, anyone willing to help with waypoints? :]
Wish I were of any use but I suck at waypointing. :(

Offline Blacksheepboy

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Re: Inf_Motheaten ~ v1.1
« Reply #16 on: December 16, 2009, 12:14:34 am »
this map should be tested
no transexual polygons wheeeeeeee (o/

You guys never change lol (not a bad thing)

Yeah, the vig style goes without saying... honestly, Motheaten? Is this a default remake? I don't recall this map at all...

Offline smiluu

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Re: Inf_Motheaten ~ v1.1
« Reply #17 on: December 16, 2009, 12:56:01 am »
he vig style goes without saying... honestly, Motheaten? Is this a default remake? I don't recall this map at all...
Remake of old s**tty map of mine. Due it's awful looks it never made it to the public and It wasn't supposed to be.
ctf_Worldtour took liking of it anyways as well various of my other turd maps.
« Last Edit: December 16, 2009, 12:58:38 am by smiluu »

Offline Blacksheepboy

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Re: Inf_Motheaten ~ v1.1
« Reply #18 on: December 16, 2009, 01:02:54 am »
Fair enough.

Offline Mr. America

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Re: Inf_Motheaten ~ v1.1
« Reply #19 on: December 16, 2009, 09:51:55 am »
Uh, me likes the visuals. If you want I can try waypointing it. I'm just not too sure wether the pw version matters and which one I have =).

Offline L[0ne]R

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Re: Inf_Motheaten ~ v1.1
« Reply #20 on: December 16, 2009, 03:35:27 pm »
Uh, me likes the visuals. If you want I can try waypointing it. I'm just not too sure wether the pw version matters and which one I have =).
As long as you're not using new polytypes, I think it should be fine. At least I didn't have any problems with maps that I compiled in different versions of Polyworks.

You can check your polyworks version by right-clicking on Soldat Polyworks.exe, then go to "Properties" and click on "Version" tab at the top (Thanks VirtualTT for the tip ;D ).

Offline smiluu

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Re: Inf_Motheaten ~ v1.1
« Reply #21 on: December 18, 2009, 02:14:37 am »
Uh, me likes the visuals. If you want I can try waypointing it. I'm just not too sure wether the pw version matters and which one I have =).
Thanks, that would help.
Looking forward to it

Offline Mr. America

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Re: Inf_Motheaten ~ v1.1
« Reply #22 on: December 18, 2009, 05:06:41 pm »
Bravo's waypoints are done. But at the moment we/I are/am moving, so I'm writing from my mum's laptop. Will take some days till I got my own one ready...

Please tell me wether and where you want bravo to camp. And if you like add some basicall tactics you want them to use. Like take upper route more often or sth like that.

Offline smiluu

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Re: Inf_Motheaten ~ v1.1
« Reply #23 on: December 19, 2009, 05:59:15 am »

Heres one plan I was trying meself, but executing it didn't work quite right.
Those two dots were the campspots I had in mind.

(ignore lines)

Offline Mr. America

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Re: Inf_Motheaten ~ v1.1
« Reply #24 on: December 19, 2009, 10:13:47 am »
duuh... lower spot is quite impossible... Don't expect anything on that one, I'll most likely won't be able to make that one. If impossible they'll gather a little bit to the right.

The other one's quite easy.
(writing on own pc =) )

Edit: No that's a stupid spot. If I could (not tried yet) make them camp there, they would uncontrolledly rush forward when they see an alpha, most likely without jetting and dieing in vain in that deadly hole.
« Last Edit: December 19, 2009, 10:19:12 am by Mr. America »

Offline Suowarrior

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Re: Inf_Motheaten ~ v1.1
« Reply #25 on: December 19, 2009, 11:44:04 am »
Agreed that deadly area is making hard to have good wypting at that part of map.

You can't have camp spots in bottom route, cos alpha flagger uses bravo wypts also. It would look stypid to have alpha flagger camping and not shooting in bravo base :).

I would keep it simple.

http://i45.tinypic.com/aw2jjl.png
« Last Edit: December 19, 2009, 11:47:58 am by Suowarrior »

Offline zakath

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Re: Inf_Motheaten ~ v1.1
« Reply #26 on: December 19, 2009, 11:48:37 am »
Agreed that deadly area is making hard to have good wypting at that part of map.

You can't have camp spots in bottom route, cos alpha flagger uses bravo wypts also. It would look stypid to have alpha flagger camping and not shooting in bravo base :).

I would keep it simple.

http://i49.tinypic.com/2j5ylbo.png
actually when a bot has the flag it ignores all wait and camp stuff.

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Offline Suowarrior

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Re: Inf_Motheaten ~ v1.1
« Reply #27 on: December 19, 2009, 12:04:34 pm »
Okay, then it's I'd go for smiluu's sug. With changes that bottom bravo wypts lead to flag and that no bots drop down in "deadly pit" entrance top to low.

Other than it's pretty easy to make it.

Offline Mr. America

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Re: Inf_Motheaten ~ v1.1
« Reply #28 on: December 19, 2009, 12:24:44 pm »
uh problem is not bravo's waypointing, but alpha's... Why on earth does the flagger NOT move back on the bravo waypoints like the bravos do, but more like a crappy version of their wypints?
Other than that prob I got most of it....

Waypointed version in the attachement. Be aware the x at the end =)

Offline Suowarrior

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Re: Inf_Motheaten ~ v1.1
« Reply #29 on: December 19, 2009, 03:14:59 pm »
Okay tried spectate match 5on5 bots. Worked sort of okay, bots got stuck in some places. I'll try modify the wypts, I wish it's okay for you guys.

Offline L[0ne]R

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Re: Inf_Motheaten ~ v1.1
« Reply #30 on: December 19, 2009, 03:22:33 pm »
This map should be nominated for 1.5.1 defaults.
From the matches I've played on it - it has proven to be fun and well designed both visually and gameplay-wise.

Offline smiluu

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Re: Inf_Motheaten ~ v1.1
« Reply #31 on: December 19, 2009, 04:45:23 pm »
Waypointed version in the attachement. Be aware the x at the end =)
Thanks for your effort!
I'd be crawling in scour of frustation without you
Okay tried spectate match 5on5 bots. Worked sort of okay, bots got stuck in some places. I'll try modify the wypts, I wish it's okay for you guys.
Sure, be my/our guest. I'd be nice if you can make some pairs of legs for bravo.

Offline Suowarrior

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Re: Inf_Motheaten ~ v1.1
« Reply #32 on: February 07, 2010, 11:38:15 am »
Finally got this playtested. Played it as alpha and bravo with the same players in team, both rounds ended 30-90 for bravo win.

The issue were the medics that piled up here. That caused issue that attackers needed to steal and escape with the flag before they could get medic, which was pretty hard since there is little cover for auto fire.

I'd move alpha side medikits (and alpha flag too so that medics spawn right) nearer the game so that both bravo and alpha could take them. At the moment hardly anyone take those medikits, cos alpha players aren't weak there and those medic spawns are too far for bravo players.

I enjoyed it a lot. As defender you don't need to wait and see next to flag where the enemies are trying to attack, you can go halfway against them. Basically it's having everything that good inf map got. I could see it as default by first touch, going to test some more it.

Offline smiluu

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Re: Inf_Motheaten ~ v1.1
« Reply #33 on: February 07, 2010, 01:03:01 pm »
Would this be better?

Offline Suowarrior

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Re: Inf_Motheaten ~ v1.1
« Reply #34 on: February 07, 2010, 01:22:31 pm »
Yeah, that's exactly that I meant.

Just check it. Be alpha and take some medics. Ensure that once you take medic, the next medic spawns always in one of those two green circled medikits.

Those green circled medikits should be nearer alpha than bravo flag so that they work as they should. It looks like that lower new medic is nearer bravo flag than alpha flag.
« Last Edit: February 07, 2010, 01:25:19 pm by Suowarrior »