Author Topic: ctf_Cobra  (Read 8221 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.

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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.

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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 »


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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.
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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,
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Offline As de Espada

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Re: ctf_Cobra
« Reply #20 on: December 11, 2012, 11:11:45 am »
as said at mantis bugtracker:
Quote
3 and 4 will be discussed, the polybugs are all confirmed.

7 is already fixed as far as I know (1.6.3)
Finally, I think that 6 happens because of 5. Once 5 is fixed it will be ok.
The lights will stay as they are, 4 need more evidence to be changed
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Offline Dusty

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Re: ctf_Cobra
« Reply #21 on: December 11, 2012, 12:03:40 pm »
i really really don't understand why the lights could not at least be dimmed down as they work merely as an annoyance. dimming the lights (a lot) would serve both sides just fine.

Offline Vucgy92

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Re: ctf_Cobra
« Reply #22 on: December 11, 2012, 12:35:16 pm »
i really really don't understand why the lights could not at least be dimmed down as they work merely as an annoyance. dimming the lights (a lot) would serve both sides just fine.
I played that map thousand of times and I never had any problem with the lights.
Choose one,
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Offline Dusty

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Re: ctf_Cobra
« Reply #23 on: December 11, 2012, 01:28:02 pm »
but some have and dimming them wouldn't harm anyone nor would the looks drastically change

Offline iAmBullet

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Re: ctf_Cobra
« Reply #24 on: December 11, 2012, 04:17:59 pm »
if the lights harm your eyes then turn your brightness lower ._.

Offline Dusty

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Re: ctf_Cobra
« Reply #25 on: December 11, 2012, 06:13:01 pm »
it's not about the brightness but the lights annoyingly blocking the view just like the kill log on low resolution

Offline L[0ne]R

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Re: ctf_Cobra
« Reply #26 on: December 11, 2012, 06:51:32 pm »
That's like saying that bushes and boxes annoyingly block people hiding in them...


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Offline Dusty

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Re: ctf_Cobra
« Reply #27 on: December 11, 2012, 06:54:38 pm »
yeah but in this case you can't even hide behind it. based on my experience i think it offers absolutely no gameplay elements unlike bushes and boxes.

Offline As de Espada

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Re: ctf_Cobra
« Reply #28 on: December 11, 2012, 08:49:16 pm »
All bugs resolved, 6 happened because the poly above the flag was a little to the RIGHT.
Made some texture stretching. Plz help me by testing the fixed map
light dimmed by 10%, I think is enough, the "upper" route has very little background scenery

I also fixed lower route bouncing players near the flags
« Last Edit: December 11, 2012, 09:57:34 pm by As de Espada »
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Re: ctf_Cobra
« Reply #29 on: December 12, 2012, 07:45:15 am »
Nice Improvement. Feels a lot smoother!

Offline iAmBullet

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Re: ctf_Cobra
« Reply #30 on: December 12, 2012, 10:16:22 am »
Haste, I demand you to replace Cobra on Runmode and HnS with this one NOW! Those bugs were essentially why I hated such a good map for running LOL. Thanks Espada! You're the man

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Re: ctf_Cobra
« Reply #31 on: December 12, 2012, 10:20:17 am »
That's the plan Bullet! ;)

Offline iAmBullet

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Re: ctf_Cobra
« Reply #32 on: December 12, 2012, 10:28:47 am »
Actually after running it for a good 10 minutes I still came over a few things that annoyed me. I don't know if these could be refined even more than they already have been but i still find this polybug present and hindering me quite often.

On a positive note, I'm really stoked about the fix of the polybug before the entrance of the low route on the right side of the route and also the ceiling of the right side being fixed as well. Even better, I NEVER get stuck on the corners of the top route anymore which is the main reason the map made me rage many-a-times in the past.
Great job Espada!

Offline As de Espada

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Re: ctf_Cobra
« Reply #33 on: December 12, 2012, 06:40:34 pm »
thanks for the compliments, and I want to thank you back for reporting the bugs :)
If you have any more, plz use the bugtracker
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Offline iAmBullet

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Re: ctf_Cobra
« Reply #34 on: December 12, 2012, 11:17:26 pm »
Alright will do! I may have a lot to report though so I might just post a thread with all the bugs of different maps compiled up sometime in the near future. I know HaSte does as well :P

Offline As de Espada

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Re: ctf_Cobra
« Reply #35 on: December 13, 2012, 11:49:01 am »
Alright will do! I may have a lot to report though so I might just post a thread with all the bugs of different maps compiled up sometime in the near future. I know HaSte does as well :P
if you use the butracker, plz make separate threads for each map :)
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