Author Topic: CTF Map idea  (Read 3063 times)

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Offline thegrandmaster

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CTF Map idea
« on: February 14, 2011, 03:50:32 pm »
Here's the very first draft in polyworks of a CTF map.. comments?

From: February 14, 2011, 03:51:41 pm
(and yes there are spawns in amongst the medikit/grenade thing in the upper bit)

From: February 14, 2011, 04:17:37 pm
+ manipulated/removed upper route
« Last Edit: February 14, 2011, 04:26:04 pm by thegrandmaster »
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DarkCrusade

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Re: CTF Map idea
« Reply #1 on: February 14, 2011, 04:24:24 pm »
It's a bad idea to have the flags bethind the spawns, and I really dislike the top route. It's hard for one respawning at the bottom to get to the top, and the top route is not well suited for anyone not using a M79. Base-to-base sniping and a lot of spraying on the low route will make people use the top route which is too narrow to be effective, so the gameplay will be rather chaotic.

Move the biggest island more to the center, drag it down a little and swap flags with the spawns in the middle - at least that's what I'd do ;)

Offline darDar

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Re: CTF Map idea
« Reply #2 on: February 14, 2011, 04:30:33 pm »
I like the layout really but watch this picture:

You can see that you can easily use and win with a brt here.
You could camp a lot and simply kill enemies.

Put something between where the yellow lines meet.



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Offline thegrandmaster

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Re: CTF Map idea
« Reply #3 on: February 14, 2011, 04:36:41 pm »
@DC: 1.3
@darDar: 1.4 - reverse psychology. Make it much bigger in order to deter campers (ish :L basically I put in a middle island that looked naff, so thought of this)
« Last Edit: February 14, 2011, 04:47:10 pm by thegrandmaster »
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DarkCrusade

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Re: CTF Map idea
« Reply #4 on: February 14, 2011, 04:46:56 pm »
Interesting enough. I think you can try that ;)

Offline Suowarrior

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Re: CTF Map idea
« Reply #5 on: February 14, 2011, 04:58:19 pm »
- Don't set flag behind the spawns
- Don't set medics into places there it's got no use (bottom medic), top medic spawn is nicely placed
- Spacious bottom route is alright, barret lines doesn't matter as only retard would pick barret there and camp there. It matters nothing into play.
Sugs:
- Set spawns top and bottom, and delete the flag area/polyisland player spawns
- Make the center bottom area deadly.

It's alright :)
edit: talking about the first ver.
« Last Edit: February 14, 2011, 04:59:57 pm by Suowarrior »

Offline As de Espada

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Re: CTF Map idea
« Reply #6 on: February 14, 2011, 05:07:15 pm »
Very nice shading on the rocks near the flags.

The flagger has only one way to cap. He can go high in the middle, but that's not that good either.
The path when you spawn in the lowest one is kinda messy, you don't have a good boost to go to the action.
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Offline thegrandmaster

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Re: CTF Map idea
« Reply #7 on: February 14, 2011, 05:11:13 pm »
@SuoW:
xD which version are we talking of here? 1.4? 1.3? the original?
The reason I did the whole cave for the flag was because otherwise it would be very easily nabbed and taken away. What about this base idea (1.5)

From: February 14, 2011, 05:16:37 pm
EDIT: changed upper island to altered old flag hiding/cave island for As De Espada :L

From: February 15, 2011, 03:30:22 am
- Don't set flag behind the spawns - DONE(ish)
- Don't set medics into places there it's got no use (bottom medic), top medic spawn is nicely placed
- Spacious bottom route is alright, barret lines doesn't matter as only retard would pick barret there and camp there. It matters nothing into play.
Sugs:
- Set spawns top and bottom, and delete the flag area/polyisland player spawns - DONE
- Make the center bottom area deadly. - DONE
edit: talking about the first ver.

From: February 15, 2011, 04:10:02 am
+ bridge maybe? thoughts? (1.6bridge.png)

Ok, removed small images in favour for the current overview.
Any more thoughts to make this better?
« Last Edit: February 15, 2011, 04:09:52 pm by thegrandmaster »
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Offline thegrandmaster

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Re: CTF Map idea
« Reply #8 on: February 16, 2011, 06:01:53 pm »
Ok.... I don't know what to do with this now!
Here's the map file as it stands, and the latest overview.
I'm not sure what to do in terms of sceneries?
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DarkCrusade

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Re: CTF Map idea
« Reply #9 on: February 17, 2011, 12:11:28 am »
I suggest a rather clean look with cols+rubble. That'll do just fine ;)

Offline thegrandmaster

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Re: CTF Map idea
« Reply #10 on: February 17, 2011, 03:11:13 am »
Yeah you're probably right.
I suppose a fairly similar look to blox wouldn't be too bad..
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Offline duz

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Re: CTF Map idea
« Reply #11 on: February 17, 2011, 10:12:35 am »
Maybe?
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Offline Suowarrior

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Re: CTF Map idea
« Reply #12 on: February 17, 2011, 11:01:47 am »
Sug

Offline thegrandmaster

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Re: CTF Map idea
« Reply #13 on: February 17, 2011, 12:27:12 pm »
Ok SuoW - hows about this...

@duz: I'm really not sure about the removing of the top part - I like the top 'routes' that are interchangeable..
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Offline Suowarrior

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Re: CTF Map idea
« Reply #14 on: February 17, 2011, 02:42:48 pm »
Do not fill all potential polyislands that flagger could use to play some time with defender spawns...

Offline thegrandmaster

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Re: CTF Map idea
« Reply #15 on: February 17, 2011, 02:51:45 pm »
It was more the layout I was wondering about.. but on the topic of spawns - how many and where?
Couple on nearest to the flag, couple on the top island?
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Offline Illuminatus

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Re: CTF Map idea
« Reply #16 on: February 17, 2011, 08:03:20 pm »
The deadly area looks really nice.
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Offline thegrandmaster

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Re: CTF Map idea
« Reply #17 on: February 18, 2011, 02:07:00 am »
Thanks :) I felt it was an interesting use of the rope scenery from airpirates remake heh

From: February 18, 2011, 02:24:54 am
Ok, here's the overview of the newer layout...
Question is, are there any more tweaks to the layout that are needed? or should I put some sceneries in?
« Last Edit: February 18, 2011, 02:25:53 am by thegrandmaster »
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DarkCrusade

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Re: CTF Map idea
« Reply #18 on: February 18, 2011, 12:20:50 pm »
Just try it and run around on the map. See if everything's as smooth as you want it, and if you're satisfied proceed and finish it up. Looks fine, though :P