Author Topic: ctf_eye  (Read 5831 times)

0 Members and 1 Guest are viewing this topic.

Offline thegrandmaster

  • Flagrunner
  • ****
  • Posts: 543
    • Grandy on Steam
ctf_eye
« on: February 15, 2011, 10:44:15 am »
Ok. This is a wierd sorta design, but nevertheless...
Is there any future for this map? I kinda like it  :D

No sceneries so far (you'll see why) andd the texture is one of the defaults.

Thoughts?

UPDATE: ctf_eye2. Changes: added low and upper route w/barrier (thanks to KYnetiK)
« Last Edit: February 15, 2011, 02:42:06 pm by thegrandmaster »
ohgodwhydidInamemyselfthis. Just call me Grandy.

Offline filip2322

  • Major
  • *
  • Posts: 90
  • Gray
Re: ctf_eye
« Reply #1 on: February 15, 2011, 11:29:52 am »
What about replacing the flags,as seen on um...cant remember name

I kinda like the fact that theres no scenery
Imperare sibi maximum imperium est

Offline thegrandmaster

  • Flagrunner
  • ****
  • Posts: 543
    • Grandy on Steam
Re: ctf_eye
« Reply #2 on: February 15, 2011, 11:36:51 am »
ctf_hormone? yeah I've thought about that... it's a possibility
and yeeah, sceneries wouldn't really do much for this map!
ohgodwhydidInamemyselfthis. Just call me Grandy.

Offline filip2322

  • Major
  • *
  • Posts: 90
  • Gray
Re: ctf_eye
« Reply #3 on: February 15, 2011, 11:39:48 am »
i think thats the name,i like the idea,looks like a anti-camp map because of the many routes

Anyway gg
Imperare sibi maximum imperium est

Offline KYnetiK

  • Camper
  • ***
  • Posts: 314
  • Something Else
    • KYnetiK ART
Re: ctf_eye
« Reply #4 on: February 15, 2011, 01:10:02 pm »
I really like the layout, except that I think it would be far more effective if you removed the semi-transparent areas at the top and bottom. These areas would be better if the player did not collide. If you intend on
 forcing players into the 'pupil', then maybe put a colliding wall only in the middle of those areas
I asked God for a bike, but I know God doesn’t work that way. So I stole a bike and then asked for forgiveness.
_____________
WARNING! This user may use sarcasm and cynicism in a way you are not accustomed to.

[Barret]  /  [saw]
*Shakes Fist*

Offline thegrandmaster

  • Flagrunner
  • ****
  • Posts: 543
    • Grandy on Steam
Re: ctf_eye
« Reply #5 on: February 15, 2011, 01:11:25 pm »
Agreed. In my original plan I had the top and bottom routes, however your idea of that barrier in the middle to force them into the middle is great... implementing now... *watch this space*
check original post (+ overview attached here)

From: February 15, 2011, 02:41:23 pm
+403 crazy waypoints xD
« Last Edit: February 15, 2011, 02:41:23 pm by thegrandmaster »
ohgodwhydidInamemyselfthis. Just call me Grandy.

Offline Illuminatus

  • Camper
  • ***
  • Posts: 442
  • ...soldat-freak since 2004...
Re: ctf_eye
« Reply #6 on: February 15, 2011, 06:24:11 pm »
Really nice layout! Something different.

One suggestion: Make all the parts which I marked white slippery (see attached image). This would imo perfectly prevent players from camping in the middle waiting for enemies entering the circle. And could also add some sort of acceleration-effect. It is worth a try I think.

EDIT: Another suggestion which just came into my mind. I always hate it when I overlook some enemy from beta-team just because of the blue background. So by not only mirroring the layout but also the colors you wouldn't solve this problem but at least make it fair for both teams.
Keep in mind that the attached image (colors.jpg) was retouched roughly with Paint.NET so thats why the color gradient looks so s**tty.
(Or you could just paint the background in some greyish/yellowish color to overcome this issue...)

EDIT2: Hm...but this is too colorful - I've added another image (colors2.jpg).
But maybe it's the best/easiest to just change the color-combination: so instead of the red platforms and the blue background choose completely different colors...maybe something like dm_Jungle (green, brown, etc) or maybe yellow & green or even just black & white & all greyish tones (like on the old TV-screens).
...ok, enough for today - what you think of them?

EDIT3: Damn, I can't stop. Well, this (greyshades.jpg) is the last one. :P
But I have no idea if you can accomplish something like this in Polyworks...
« Last Edit: February 15, 2011, 07:37:36 pm by Illuminatus »
No difference between man and mouse - both end up in pussy.

Offline filip2322

  • Major
  • *
  • Posts: 90
  • Gray
Re: ctf_eye
« Reply #7 on: February 15, 2011, 07:11:20 pm »
The whole map reminds me now of a magnetic field+magnets
Imperare sibi maximum imperium est

Offline GhostRiderSwiss

  • Camper
  • ***
  • Posts: 294
  • Scripting beginner, mapper&owner of BCB servers.
    • BCB-Forum
Re: ctf_eye
« Reply #8 on: February 15, 2011, 10:04:05 pm »
i could actually create an awesome background sceneric which makes the eye living ^^ means real eye background^^ if ur interested i could start that and post it when i got it so far? got an idea with a crazy eye i've seen lately :P

nice map rly something diffrent!
BCB-Clan Page
You also can find clan BCB on our servers.

BCB-Soldier till i die!

Offline KYnetiK

  • Camper
  • ***
  • Posts: 314
  • Something Else
    • KYnetiK ART
Re: ctf_eye
« Reply #9 on: February 15, 2011, 11:23:32 pm »

One suggestion: Make all the parts which I marked white slippery (see attached image). This would imo perfectly prevent players from camping in the middle waiting for enemies entering the circle. And could also add some sort of acceleration-effect. It is worth a try I think.

Werent they were already slippery?
I thought it was silly having red platforms that didnt kill/burn you.


Anyway, from an artsy-fartsy point of view:
I asked God for a bike, but I know God doesn’t work that way. So I stole a bike and then asked for forgiveness.
_____________
WARNING! This user may use sarcasm and cynicism in a way you are not accustomed to.

[Barret]  /  [saw]
*Shakes Fist*

Offline GhostRiderSwiss

  • Camper
  • ***
  • Posts: 294
  • Scripting beginner, mapper&owner of BCB servers.
    • BCB-Forum
Re: ctf_eye
« Reply #10 on: February 15, 2011, 11:54:55 pm »
i like ur version kynetik specially the scenery iris in mid :D a litle more, and thats what i was thinking about ^^
BCB-Clan Page
You also can find clan BCB on our servers.

BCB-Soldier till i die!

Offline thegrandmaster

  • Flagrunner
  • ****
  • Posts: 543
    • Grandy on Steam
Re: ctf_eye
« Reply #11 on: February 16, 2011, 03:33:17 am »
Really nice layout! Something different.
Why, thankyou :)

One suggestion: Make all the parts which I marked white slippery (see attached image). This would imo perfectly prevent players from camping in the middle waiting for enemies entering the circle. And could also add some sort of acceleration-effect. It is worth a try I think.
I have thought of that already - they are already ice xD

EDIT: Another suggestion which just came into my mind. I always hate it when I overlook some enemy from beta-team just because of the blue background. So by not only mirroring the layout but also the colors you wouldn't solve this problem but at least make it fair for both teams.
Keep in mind that the attached image (colors.jpg) was retouched roughly with Paint.NET so thats why the color gradient looks so s**tty.
(Or you could just paint the background in some greyish/yellowish color to overcome this issue...)
I see the issue of colours here..

EDIT2: Hm...but this is too colorful - I've added another image (colors2.jpg).
But maybe it's the best/easiest to just change the color-combination: so instead of the red platforms and the blue background choose completely different colors...maybe something like dm_Jungle (green, brown, etc) or maybe yellow & green or even just black & white & all greyish tones (like on the old TV-screens).
I prefer colors2 to the other one, since it's less powerful on the eyes..

EDIT3: Damn, I can't stop. Well, this (greyshades.jpg) is the last one. :P
But I have no idea if you can accomplish something like this in Polyworks...
Accomplishable, yes - pretty sure it is. If soldat could be black and white, I'd do it ftw :D

I thought it was silly having red platforms that didnt kill/burn you.
Now that you mention it, so do I!
I like the sceneries you put in. It's very hard in this map to put any sceneries in, but these look pretty good. Did you make this in polyworks? If so, please attach it to your post! Along with the sceneries :)

From: February 16, 2011, 04:04:56 am
Hows about this?
---------------------
Changed BG colour
Iris added
Light added :D
---------------------
« Last Edit: February 16, 2011, 04:04:56 am by thegrandmaster »
ohgodwhydidInamemyselfthis. Just call me Grandy.

Offline Suowarrior

  • Global Moderator
  • Veteran
  • *****
  • Posts: 1060
  • There will be time when I create maps again.
Re: ctf_eye
« Reply #12 on: February 16, 2011, 09:19:48 am »
Lights off, for reason not screwing the gameplay for fancy overview pic.

Offline thegrandmaster

  • Flagrunner
  • ****
  • Posts: 543
    • Grandy on Steam
Re: ctf_eye
« Reply #13 on: February 16, 2011, 09:45:23 am »
I don't see how the light screws gameplay...
illuminatus said that the blue-ness made it harder to see the bravo players, so I thought that putting in a whiter light in the middle might help that? But anyway... it was just another thought.

I do like KYnetiK's version, with its stylised-ness!.. (hence why I want him to upload it).. but illuminatus' point about bravo is valid, so some changing of bg colours may be needed.
« Last Edit: February 16, 2011, 09:46:57 am by thegrandmaster »
ohgodwhydidInamemyselfthis. Just call me Grandy.

Offline KYnetiK

  • Camper
  • ***
  • Posts: 314
  • Something Else
    • KYnetiK ART
Re: ctf_eye
« Reply #14 on: February 16, 2011, 09:48:14 am »
All I did was a simple draw-over, no map editing.

Now my crits;

- you should make the outer [previously red] platforms bound to a circle like my last pic. You have it all squared off and frankly it looks retarded that way.
- I like the colours you picked for the previously red areas. Everything else - not so much. The blue tinge on the inner circle looks cool though.
- the middle wall for the upper and lower passages look odd to me. You have them the same colour as the inner circle polys. In my pic I made them the same colour as the map boundary itself. I think it looks better that way.
- lights look tacky, Suowarrior makes a good point.
- I drew the pupil in my pic just for a personal giggle - you dont really need it. I was just thinking of an AI controlled laser turret in the middle and it made me laugh.

I asked God for a bike, but I know God doesn’t work that way. So I stole a bike and then asked for forgiveness.
_____________
WARNING! This user may use sarcasm and cynicism in a way you are not accustomed to.

[Barret]  /  [saw]
*Shakes Fist*

Offline thegrandmaster

  • Flagrunner
  • ****
  • Posts: 543
    • Grandy on Steam
Re: ctf_eye
« Reply #15 on: February 16, 2011, 09:52:34 am »
All I did was a simple draw-over, no map editing.
Dang.

- you should make the outer [previously red] platforms bound to a circle like my last pic. You have it all squared off and frankly it looks retarded that way.
I hadn't actually noticed that! But yeah I get your point, agreed - implementing now...

- I like the colours you picked for the previously red areas. Everything else - not so much. The blue tinge on the inner circle looks cool though.
- the middle wall for the upper and lower passages look odd to me. You have them the same colour as the inner circle polys. In my pic I made them the same colour as the map boundary itself. I think it looks better that way.
I'll do that too...

- lights look tacky, Suowarrior makes a good point.
Am removing it xD

- I drew the pupil in my pic just for a personal giggle - you dont really need it. I was just thinking of an AI controlled laser turret in the middle and it made me laugh.
I sorta like it :) makes it look more like an eye, and part of the styling of it.
ohgodwhydidInamemyselfthis. Just call me Grandy.

Offline Illuminatus

  • Camper
  • ***
  • Posts: 442
  • ...soldat-freak since 2004...
Re: ctf_eye
« Reply #16 on: February 16, 2011, 10:32:52 am »
Well, the pupil looks nice but now the players will think it's solid. So you should lighten it up (see my bad try in the attached image).
And make the the ground under the alpha-base red (see red arrow).

Btw: I like the colors and shading of the (formerly red) platforms very much. Looks nice.
« Last Edit: February 16, 2011, 10:35:24 am by Illuminatus »
No difference between man and mouse - both end up in pussy.

Offline thegrandmaster

  • Flagrunner
  • ****
  • Posts: 543
    • Grandy on Steam
Re: ctf_eye
« Reply #17 on: February 16, 2011, 10:39:24 am »
*attaches image*

Well, the pupil looks nice but now the players will think it's solid. So you should lighten it up (see my bad try in the attached image).
I've made it more transparent if that's what you meant...

And make the the ground under the alpha-base red (see red arrow).
Done!

Btw: I like the colors and shading of the (formerly red) platforms very much. Looks nice.
Good good :)
« Last Edit: February 16, 2011, 10:57:20 am by thegrandmaster »
ohgodwhydidInamemyselfthis. Just call me Grandy.

Offline Monsteri

  • Artist
  • Flagrunner
  • ******
  • Posts: 769
  • Strange thing
Re: ctf_eye
« Reply #18 on: February 16, 2011, 10:46:10 am »
Uhmm.. Maybe add a bit colour to it? (means the pure black area)
Sorry if I'm insolent.

Offline thegrandmaster

  • Flagrunner
  • ****
  • Posts: 543
    • Grandy on Steam
Re: ctf_eye
« Reply #19 on: February 16, 2011, 10:54:16 am »
It's not entirely black, the outer fades to a slightly lighter grey. (updated screenshot with a lighter outermost bit)..
« Last Edit: February 16, 2011, 10:56:51 am by thegrandmaster »
ohgodwhydidInamemyselfthis. Just call me Grandy.