Author Topic: ctf_Cobra  (Read 13683 times)

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Offline Suowarrior

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ctf_Cobra
« on: January 05, 2010, 08:36:30 pm »
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Offline Dusty

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Re: ctf_Cobra
« Reply #1 on: May 30, 2010, 09:10:10 am »


Remove the lights as they are too distracting. Same thing with ctf_IceBeam and screneries that are set to front without any intentional affect on the gameplay in general.

DarkCrusade

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Re: ctf_Cobra
« Reply #2 on: May 30, 2010, 09:36:28 am »
I think you shouldn't worry about the lights as they are not very gamebreaking. You cannot even hide behind the lamps without being seen because of your jets.

Offline Dusty

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Re: ctf_Cobra
« Reply #3 on: May 30, 2010, 10:14:40 am »
Thought I mentioned already why I posted but maybe I should just do it again: I find the lights very distracting. There's no need for you to tell me what I should think, I have played the map more than enough to build my own opinion on it.

DarkCrusade

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Re: ctf_Cobra
« Reply #4 on: May 30, 2010, 01:55:00 pm »
I didn't intend to tell you what to think, I was just stating my opinion.

Offline Suowarrior

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Re: ctf_Cobra
« Reply #5 on: May 30, 2010, 03:23:46 pm »
I agree with Dusty. I'd never use such lights with 80% opacity in my maps. But Im not supporting deleting the lights completely as they matter for look, but setting lights to 30-40% opacity is reasonable, imo.

Offline L[0ne]R

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Re: ctf_Cobra
« Reply #6 on: May 30, 2010, 10:39:10 pm »
I don't mind lights. I think it's a good kind of distraction. It adds a bit of a challenge to gameplay and makes top route a tad "sneakier". And since there are lights on both bases, it doesn't ruin the balance (except red team's light should be rotated, so that it faces the flag like on blue base).

I think other than rotating the red base light a bit, they should be left as they are.



As for the map itself - no layout changes needed, a great map. My only concern is the left spike on the ceiling of the main route. It seems a bit unfair that it's longer and protects red base better than blue base, because right spike is much shorter.

Visuals are a bit boring, some slight tone variation would be nice.
« Last Edit: May 30, 2010, 10:42:49 pm by L[0ne]R »

Offline Blacksheepboy

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Re: ctf_Cobra
« Reply #7 on: June 01, 2010, 11:00:11 pm »
-snip-

I agree to pretty much all of this. So uh, I guess 'ditto'.

Offline Dusty

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Re: ctf_Cobra
« Reply #8 on: March 01, 2012, 07:37:43 am »
bumping for some attention for the lights

Offline Demonic

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Re: ctf_Cobra
« Reply #9 on: June 03, 2012, 10:22:52 am »
bumping for some attention for the lights

fuck you dusty. :D

Offline Dusty

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Re: ctf_Cobra
« Reply #10 on: June 03, 2012, 11:04:06 am »
it's a great map otherwise 8)

Offline jrgp

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Re: ctf_Cobra
« Reply #11 on: June 03, 2012, 11:58:37 am »
it's a great map otherwise 8)

You're a twat for insisting two pieces of scenery completely ruin the map.
There are other worlds than these

Offline Dusty

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Re: ctf_Cobra
« Reply #12 on: June 03, 2012, 12:18:18 pm »
where exactly did I say the lights ruin the map?

Offline Bonecrusher

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Re: ctf_Cobra
« Reply #13 on: June 03, 2012, 01:37:11 pm »
Personally I like those lights. It creates some sort of  it a bit more realistic gameplay and it makes  good background for war-movements which is soldat.

Im chill like that

Offline DevilX4

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Re: ctf_Cobra
« Reply #14 on: June 03, 2012, 07:06:18 pm »
I like the lights, don't change please...

Offline Fede-

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Re: ctf_Cobra
« Reply #15 on: June 03, 2012, 07:15:11 pm »
dont touch cobra, its ok

Offline As de Espada

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Re: ctf_Cobra
« Reply #16 on: June 03, 2012, 07:59:49 pm »
No plans on changing this map for now. Discussion is valid though.
All my maps | my latest map: SoldatX Racing Mappack
me making a map on youtube: ctf_FastMade

Offline Bistoufly

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Re: ctf_Cobra
« Reply #17 on: June 04, 2012, 02:05:04 am »
Some polybugs and other issues on ctf_Cobra:



reported in mantis:  http://bugs.soldat.pl/view.php?id=224

1a + 1b: Polybug: Brings you to an halt whether you're coming from left, right or up.
 
2: Polybug: Makes you stop when landing from the left.
Easily reproducable when you make a glide roll at landing.


3: I reduced slightly the opacity of the light effect scenery for testing.
Another possibility that could be fitting here would be to simply set the light to middle or back. That way players that dislike it could simply disable "background sceneries".


4: Slightly higher polygon for better running from mid route.


5: Landing on this "angle" when coming from the left sends you flying to the wall.
At high speed, avoiding it is only a matter of luck.


6: The entrance of the right side tunnel is less accessible than the left one.
Coming from left, chaining a cannonball after kicking the mid-route slope often sends you to the wall.
I suggest making the entrance a few pixels wider.


7: a little crack is visible between polies here. ( cosmetic issue )


8: Polybug: Mess up your momentum when coming from the right.





« Last Edit: June 04, 2012, 10:59:09 am by As de Espada »

Offline iAmBullet

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Re: ctf_Cobra
« Reply #18 on: December 09, 2012, 03:39:55 pm »
As a frequent flag runner in ctf type modes and also a runner in the hns gamemode, I strongly advise somebody who is capable of fixing the polybugs that Haste mentioned above because it annoys the heck out of us runners. If I knew how to get rid of those polies with polyworks, I would. Sadly, I don't :c

Offline Vucgy92

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Re: ctf_Cobra
« Reply #19 on: December 09, 2012, 08:39:53 pm »
Leave the damn lights they are making the 90% of map spirit  >:(
Choose one,
Bonecrusher