Poll

Which map version into next default list?

Original
6 (46.2%)
Rework
7 (53.8%)

Total Members Voted: 12

Voting closed: September 26, 2012, 04:04:11 am

Author Topic: inf_Outpost  (Read 5537 times)

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Offline Suowarrior

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inf_Outpost
« on: December 31, 2009, 07:12:57 am »
Original:



Remake:


Download
« Last Edit: June 10, 2010, 10:31:26 am by Suowarrior »

Offline Crimson Goth

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Re: inf_Outpost
« Reply #1 on: January 01, 2010, 02:24:14 am »
I voted for rework because of the new route although it isn't too original. *hint* ardy *hint*

Offline Suowarrior

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Re: inf_Outpost
« Reply #2 on: January 01, 2010, 06:53:07 am »
I don't like bravo/alpha base dark bgs, should be samelike with tunnel bgs in center. Other than I'm fine with changes

Offline zakath

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Re: inf_Outpost
« Reply #3 on: January 01, 2010, 01:01:45 pm »
what I dont like about this map is the amount of "dead" time on it as attacker you run basically half the map without anything happening.

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Offline Amida

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Re: inf_Outpost
« Reply #4 on: January 01, 2010, 01:29:56 pm »
That new route doesn't change much of the balance at all. The Backgrounds in the bases are aweful and what scenery is that at the bottom left of the map? Voted original..

Offline L[0ne]R

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Re: inf_Outpost
« Reply #5 on: January 02, 2010, 06:42:35 pm »
I don't like bravo/alpha base dark bgs, should be samelike with tunnel bgs in center. Other than I'm fine with changes
Eh, sorry, I didn't update the preview because I thought those changes weren't that significant. In the latest version the backgrouunds are actually more transparent.

That new route doesn't change much of the balance at all. The Backgrounds in the bases are aweful and what scenery is that at the bottom left of the map? Voted original..
It's a tree.. have you even opened the map in Soldat before voting? :/

Offline Suowarrior

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Re: inf_Outpost
« Reply #6 on: January 02, 2010, 06:52:39 pm »
Eh, sorry, I didn't update the preview because I thought those changes weren't that significant. In the latest version the backgrouunds are actually more transparent.

Make a reply post in this topic where you got the latest overview with objects and download link, when you need to update your map, you just update that same reply post.

I will delete the stuff from the first post and leave only original overview there, I will add there a straight link to your reply message.

DarkCrusade

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Re: inf_Outpost
« Reply #7 on: January 03, 2010, 04:38:45 am »
Sorry L[One]r, but imo the original Outpost looks way better than yours. It´s just that the original is oldschool but looks good as oldschool and you tried to give it some "newschool" looks that aren´t that good. Furthermore this new route won´t fix the bad balance of this map and that´s why I voted for the original.

Offline L[0ne]R

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Re: inf_Outpost
« Reply #8 on: January 03, 2010, 05:52:10 pm »
Sorry L[One]r, but imo the original Outpost looks way better than yours. It´s just that the original is oldschool but looks good as oldschool and you tried to give it some "newschool" looks that aren´t that good. Furthermore this new route won´t fix the bad balance of this map and that´s why I voted for the original.
I don't really understand what exactly makes remake look so different from the original. Comparing to other maps I changed very little - just added some shading and grass, and a very slight tint of red/blue on different sides. The texture and even background colors are exactly the same.

True, the new route won't fix the balance much, but it will give at least some advantage for reds. If I made more major changes - this map would be met with a whole tsunami of whine. :S

Offline Suowarrior

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Re: inf_Outpost
« Reply #9 on: January 03, 2010, 06:05:50 pm »
To fix the balance: Give alpha better spawn places and modify the medic spawns.

http://i48.tinypic.com/9gy8gy.png

Offline L[0ne]R

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Re: inf_Outpost
« Reply #10 on: January 03, 2010, 06:37:05 pm »
To fix the balance: Give alpha better spawn places and modify the medic spawns.

http://i48.tinypic.com/9gy8gy.png
But medkits in that spot would also serve to blue team's advantage. What if I move them a bit to the right of where you suggested (where berserker spawn is)?

Offline Crimson Goth

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Re: inf_Outpost
« Reply #11 on: January 04, 2010, 04:30:57 am »
Either that or flip the flag spawns lols...

Offline L[0ne]R

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Re: inf_Outpost
« Reply #12 on: February 06, 2010, 09:50:00 pm »
Well, I made some changes similar to what you suggested:



----------- Changes:
v1.5
- Moved Red spawns closer towards the center.
- Removed the cave where old Red spawns were.


DOWNLOAD

Offline smiluu

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Re: inf_Outpost
« Reply #13 on: February 07, 2010, 06:30:49 am »
Obvious suggestions for rework:

Offline L[0ne]R

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Re: inf_Outpost
« Reply #14 on: February 07, 2010, 04:05:29 pm »
I don't like when ground looks like it's hanging in the middle of nowhere. If it was something more abstract like Arena2 - then it'd be ok, but this map has a bit more realistic theme so solid ground looks better IMHO.
Although.. I just remembered how other maps dealt with it. They simply had outside polygons that look a bit more "realistic", like in Mr.Snowman remake. I'll consider that suggestion when I'm in the mood to work on the remakes again. :S

What's wrong with the hole? It doesn't affect gameplay since the roof is still deadly. I think it feels better if at least one part of the map doesn't feel like a closed box.
If that makes you feel better, the first versions of fortress had a hole there too. If was closed-off to prevent people from offmapping, but that shouldn't happen in remake either.
« Last Edit: February 07, 2010, 04:09:05 pm by L[0ne]R »