Author Topic: ctf_dunal  (Read 3155 times)

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Offline thegrandmaster

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ctf_dunal
« on: March 05, 2011, 03:11:26 am »
ctf_dunal
By TheGrandmaster
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Updated. Thanks for all the testers with your opinions. Please do bring any more suggestions you may have.


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« Last Edit: March 06, 2011, 03:13:18 am by thegrandmaster »
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Offline TrefluU

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Re: ctf_dunal
« Reply #1 on: March 05, 2011, 03:30:29 am »
Your best map,i like it. I can see from the map on the map you are getting better.
GJ  ;)

- But still I miss the scenery in your maps... Seems to be too blank .

Offline thegrandmaster

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Re: ctf_dunal
« Reply #2 on: March 05, 2011, 03:38:54 am »
Scenery on this map is hard to do, was really not sure which ones to use so I hardly used them.
But thanks!
Another one coming out shortly.
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Offline Monsteri

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Re: ctf_dunal
« Reply #3 on: March 05, 2011, 03:49:04 am »
There really could be. My scenery eye woke up, and I can see there some real good changes.

Layout seems to be kinda good, but there could be a bit more jumpers so it that it would be easier and faster to move.

Aand, those edges could be a bit darker. Looks kinda odd for now.

EDIT: Well there isn't a BIG need of more sceneries, but I request some overlapping.
Also those light polygons cause some polybugs on theirselfs, because they are thin. Not too thing, but thing still. Look at the attachment, I made a circle around every polybug what could and should be fixed.
« Last Edit: March 05, 2011, 03:59:25 am by Monsteri »
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Offline thegrandmaster

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Re: ctf_dunal
« Reply #4 on: March 05, 2011, 07:08:21 am »
Monsteri... just because there is no overlapping poly's doesn't mean they produce polybugs!!
Most of those don't cause any issue whatsoever. I will alter two (the one at the base of the hill, and the one at the back of the flag) but the rest are no problem.
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Offline Monsteri

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Re: ctf_dunal
« Reply #5 on: March 05, 2011, 07:15:55 am »
These polybugs don't appear in singleplayer, but in multiplayer, where is lag ang gostexs position isn't so sure, they appear.
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Offline thegrandmaster

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Re: ctf_dunal
« Reply #6 on: March 05, 2011, 07:23:00 am »
Possible look change:
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Offline Monsteri

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Re: ctf_dunal
« Reply #7 on: March 05, 2011, 09:52:10 am »
It looks quite much better now. Maybe try green somewhere?
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DarkCrusade

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Re: ctf_dunal
« Reply #8 on: March 05, 2011, 09:53:50 am »
These polybugs don't appear in singleplayer, but in multiplayer, where is lag ang gostexs position isn't so sure, they appear.

Very funny. The netcode is bad, but not that bad. I have yet to experience something like this :P

*snip*

That's a lot better already! I suggest adding col.bmps so the islands don't look like they're floating in the air, though.


Offline thegrandmaster

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Re: ctf_dunal
« Reply #9 on: March 05, 2011, 09:59:06 am »
@Monsteri: Dunno how green would suit it really

@DC: I've tried putting col's in before but they look funny. Might've been in the wrong place - suggestions for placement would be much appreciated!

EDIT: This map can be found in the server 84.23.68.230:23063 named 'ctf_dunal2'. I admin the server so if you guys wanna test it either go in and vote, or do !admin and get me
« Last Edit: March 05, 2011, 10:46:15 am by thegrandmaster »
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Offline Monsteri

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Re: ctf_dunal
« Reply #10 on: March 05, 2011, 10:08:39 am »
Quote
Very funny. The netcode is bad, but not that bad. I have yet to experience something like this :P
You can experience it in tw_crater for an example.

@Grandmasta: I might show something soon.
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Offline thegrandmaster

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Re: ctf_dunal
« Reply #11 on: March 05, 2011, 11:16:10 am »
That would be severe ping and bad server hosting...

And sure, suggestions are welcomed.
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Offline Horve

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Re: ctf_dunal
« Reply #12 on: March 05, 2011, 12:28:39 pm »
did you know that you can first place giant polygons as the ground and then add small shaded doesn't collide polygons in front of those polies? Minimal polybug # this way.

« Last Edit: March 05, 2011, 12:37:28 pm by Horve »

Offline thegrandmaster

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Re: ctf_dunal
« Reply #13 on: March 05, 2011, 12:40:03 pm »
...someday polybugs will be fixed *crosses fingers* and so I aint changing everything for the sake of a few bounces here and there.

From: March 06, 2011, 03:08:26 am
ok here's an update (rings of colour correspond to changelog).

-=Changes=-
- Shape and size of tunnel altered. Entrance altered, a more varied middle, and polybugs worked on.
- Middle islands moved. These I have lowered slightly to allow for easier access.
- Low route altered. (actual shape hardly changed, but polys placed to help against polybugs.
- Smoothing. Some corners been smoothed. Top route is less 'sharp' and in the bases it's now slightly easier for a team to drop down from the upper spawn. (also upper route's entrances lowered to allow for a more natural jump + jet up to it)
- Altered bridge. Due to black fade behind, ropes are more opaque. The bridge parts have been moved a bit to make it fairer for the teams.

From: March 06, 2011, 03:14:13 am
*updates original post to new version, and adds new version to server 84.23.68.230:23063*
« Last Edit: March 06, 2011, 03:29:38 am by thegrandmaster »
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Offline Clawbug

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Re: ctf_dunal
« Reply #14 on: March 06, 2011, 06:22:21 am »
1. Too many routes; near the middle there are no less than 4(!) routes. Why? It's possible to run around the map without running across a single opponent in 3v3.
2. That brings me to the second point; the map is way too small for 4v4 let alone 5v5. Or those huge 12v12 publics.
3. Completely mirrored map? Why? It makes the map look boring, it makes the gameplay less interesting(because the bases are exactly the same) and at least to me it shows that the artist(yes, it IS art. ;)) hasn't bothered putting that much effort to the map; just wanted to get easy and do half of the job and move along. At least try to differiate the atmosphere in both bases, or better yet; have at least some variation in the layout.
4. I think I'd rather like to see the lower medikits on the second plaform as the spawn points are there too.

4. Nice otherwise. ;) I'll play test it later today.
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Offline As de Espada

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Re: ctf_dunal
« Reply #15 on: March 15, 2011, 07:12:32 pm »
I think you putted one bravo spawn in the wrong place. Compare with the alpha.
Nice map, need some scenerys though.
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Offline Blacksheepboy

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Re: ctf_dunal
« Reply #16 on: March 16, 2011, 12:06:17 pm »
I don't think polybugs could ever be completely fixed because it's based off of polygon structure and not necessary Soldat, yeah? You run into jaggy polygon points and something bad is bound to happen. You'd have to make the polygons all one solid mesh to avoid any problems afaik

as far as the map goes, i'ma get to that in a bit