Author Topic: Ctf_Plumpies [Zombie map]  (Read 2229 times)

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Offline Boots

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Ctf_Plumpies [Zombie map]
« on: January 28, 2010, 10:46:52 pm »
Me and my friend have been playing / testing this map for a while. It's nearly impossible with only 2 players. Hardest zombie map since "inf_Fear". Was kinda my first go at doing complex visuals, so disregard those. I might re-do the map in the future, but as for now it can stay how it is (unless major bugs come up).

Ctf_Plumpies

Will post up some in-game screens tonight :D

Note: Poorly made map, but a big stepping stone for myself. Visuals are okay, I was more eager to make an "impossible" zombie map.

Also tried to register to the mapping site, forgot what it was called but my registration wouldn't work!

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Offline Jakious

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Re: Ctf_Plumpies [Zombie map]
« Reply #1 on: January 29, 2010, 07:05:53 pm »
Loooool yeah turrets turrets turrets...
I put them in my map which sure made it hard, but true zombie maps don't use them.
However, I managed to get to the second last turret with the flag using some minimi bullet curves to take out the turrets.
You might want to indicate how many zombie's the map is suited for. Default used to be 16 but arbiter/server admins aren't around anymore so it's anyone's decision.

Offline Blacksheepboy

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Re: Ctf_Plumpies [Zombie map]
« Reply #2 on: February 01, 2010, 11:24:55 pm »
Typically it's 18 zombies

"Impossible" sounds depressing and terrible. But some "impossible" maps are still fun, like Xomborg Unity.

Offline Boots

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Re: Ctf_Plumpies [Zombie map]
« Reply #3 on: February 02, 2010, 04:39:21 am »
:(
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DarkCrusade

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Re: Ctf_Plumpies [Zombie map]
« Reply #4 on: February 02, 2010, 07:38:47 am »
I capped Xomborg Unity often. It is not unbeatable at all and impossible is not a word that could ever describe that map.

As for Plumpies: Did you ever try out Polworks? That oldschool visuals start looking crappy for me :/
The layout is nothing that is totally new, but you did a good job on this map.

Offline Boots

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Re: Ctf_Plumpies [Zombie map]
« Reply #5 on: February 02, 2010, 08:41:35 am »
I used polyworks.

oldschool visuals, if you actually took notice in my first post this was my first time muckin' around with a map, so yeah I just slap'd s**t everywhere.

it honestly doesnt look that bad ingame, i doubt you even tried it, downloaded it and tested it. Also, this map is playable with around 20-25 zombies. Stat guns are fun, where is this book that says it's not a true zombie map with stat guns? The harder, the funner. Wasn't going to make just another map were you run through tunnels, with ease.

also another thing on the graphics, its a zombie map are you really going to stop and look at the graphics while spraying zombie guts everywhere?

Edit: as for the layout, i doubt you've bothered to play it ingame.
please name a map that has the same gameplay/layout.

I like the oldschool look, as do many others.

thanks, but please post more information in your post, I dont really understand the critique you're giving me..?
« Last Edit: February 02, 2010, 08:46:24 am by Boots »
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DarkCrusade

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Re: Ctf_Plumpies [Zombie map]
« Reply #6 on: February 02, 2010, 09:36:54 am »
There is no critique in my post other than that I think that oldschool visuals look awful. And yes, I enjoy the visuals while playing a map like many players do or why do the old default maps get replaced with newer, more attractive ones?

So you assume that I haven´t downloaded and played the map yet. That is not true. When I talked about layout similiarities in your map compared to other zombie maps I wasn´t talking about the complex structure. I was more referring to the fact that you need to cap the blue flag and then go back and fight for your life again to finally score.

Offline Blue-ninja

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Re: Ctf_Plumpies [Zombie map]
« Reply #7 on: February 02, 2010, 05:57:26 pm »
Mmm...reminds me something of inf_fungcave.

The scenerizing is pretty solid in several areas except a few where random looking sceneries do not fit the map at all.

Also, the weird slightly unrefined layout and several deadly polygons feels like inf_zoai as well. Not bad for a first try, per se.

Offline Boots

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Re: Ctf_Plumpies [Zombie map]
« Reply #8 on: February 02, 2010, 08:11:38 pm »
Thank you :)

I will keep those comments in mind when making my next map.
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Offline Blacksheepboy

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Re: Ctf_Plumpies [Zombie map]
« Reply #9 on: February 03, 2010, 08:57:41 pm »
I capped Xomborg Unity often. It is not unbeatable at all and impossible is not a word that could ever describe that map.

There were two Xomborg Unity's. I'm talking about the impossible one (snowy with a bunch of turrets).

Offline Horve

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Re: Ctf_Plumpies [Zombie map]
« Reply #10 on: February 03, 2010, 09:59:55 pm »
I capped Xomborg Unity often. It is not unbeatable at all and impossible is not a word that could ever describe that map.

There were two Xomborg Unity's. I'm talking about the impossible one (snowy with a bunch of turrets).

Are you confusing XomborgUnity with Xomborgv6?
Tips for your face:
- lights shouldn't have opacity over 25%
- never under any circumstances are you supposed to use icicles.bmp (they are eyecancer)
- lianas and grass should never be lime-coloured unless you are making toy story vol. 69
- The shading is sloppy, at least try to make some colours fade...
- Refrain from putting colliders on zombie maps... just don't do it.
- Practice, practice, practice makes perfect.

Offline Boots

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Re: Ctf_Plumpies [Zombie map]
« Reply #11 on: February 04, 2010, 07:41:39 pm »
I was waiting for your comments, thanks.
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Offline Arbiter

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Re: Ctf_Plumpies [Zombie map]
« Reply #12 on: March 08, 2010, 02:22:55 am »
Loooool yeah turrets turrets turrets...
I put them in my map which sure made it hard, but true zombie maps don't use them.
However, I managed to get to the second last turret with the flag using some minimi bullet curves to take out the turrets.
You might want to indicate how many zombie's the map is suited for. Default used to be 16 but arbiter/server admins aren't around anymore so it's anyone's decision.

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