Author Topic: ctf_Gloom  (Read 3818 times)

0 Members and 1 Guest are viewing this topic.

Offline ginn

  • Camper
  • ***
  • Posts: 479
ctf_Gloom
« on: September 26, 2011, 08:37:47 pm »
ctf_Gloom is inspired by Briggs cliff from Full Metal Alchemist: Brotherhood

I originally planned to use a snow texture + scenery and also make a really big and strong middle. However, I abandoned that idea and proceeded with a Dropdown-like layout instead.
As I still wanted to make the middle important, I placed the medics/nades close to the middle, implemented a Dropdown-like middle and also made the main and alt rout able to interact with each other at the middle.
I like the flags on ctf_Blade, therefore I made it possible to boost the flag down from it's plateau which then allows the player to glide on the ice below to quickly get the flag and leave.

The result ended up being very different from what I first had in mind, but I'm still satisfied with the map.


Name: ctf_Gloom
Type: Capture the flag
Dimensions: 3482x1033
                Polygons: 253
Scenery: 217
Spawns: 22
Colliders: 22
                Waypoints: 297
Connections: 303
                Texture: ananas.bmp
Jet: 135
Meds: 2
Nades: 4

note: the map stats in the image are off, +2 scenery and +2 colliders will give you the correct stats
ctf_Gloom Properties + objects picture
ctf_Gloom Polygon types picture


Download ctf_Gloom
« Last Edit: May 06, 2012, 12:55:27 am by ginn »

Offline Kaze

  • Soldat Beta Team
  • Major
  • ******
  • Posts: 84
  • Arc-En-CieL
Re: ctf_Gloom
« Reply #1 on: September 27, 2011, 01:06:19 pm »
Tested and rated cool!
Really fun altough i just dont like the colors its too sad.

Offline Madow

  • Major
  • *
  • Posts: 68
Re: ctf_Gloom
« Reply #2 on: September 30, 2011, 08:24:19 pm »
I reckon it would look better with slime greens and dark greys.
[20:33:20] <DMC__> hes basiclly saying
[20:33:56] <DMC__> "hi there, this game has no garenteee that there is people to play with, nor is it well known, but please give me 15 bucks, you fool"

Offline Denacke

  • Soldat Beta Team
  • Soldier
  • ******
  • Posts: 209
  • Cake!
Re: ctf_Gloom
« Reply #3 on: November 15, 2011, 12:25:27 pm »
Hey banana :>

We tested it on the [Pure] CTF Custom and I think it's really good. It's got a bit of dropdown in it but it plays a lot smoother imo. I like the ice poly at the bases, allows you to shoot the flag down, get it and boost your way out of there. The risk is that the enemy throws a nade and your whole escape is ruined :D. The only bullet collide in the middle/bottom route work well to temporarily hide to reload your gun.

Haven't really tested the upside yet, mostly because it's hard to get from the upside to the ice part in the back if the flag would've fallen there. I guess it could be nice to have a teammate shoot the flag from the upper way to make sure it's easily grabbable for the down players.

Edit: Also on the colour aspect. I for one like this style. It fits in well with the original soldat maps.

Offline Bistoufly

  • Soldat Beta Team
  • Flagrunner
  • ******
  • Posts: 782
Re: ctf_Gloom
« Reply #4 on: November 15, 2011, 01:22:46 pm »
I played it in sns.

But I felt like I couldn't run anywhere without feeling exposed.

People stay static to defend the low or high route. And runners have no chance to pass.
Because the trajectories are too horizontal and too straight.



Offline machina

  • Soldat Beta Team
  • Veteran
  • ******
  • Posts: 1117
  • The world isn't nice. Why should I be...?
Re: ctf_Gloom
« Reply #5 on: November 15, 2011, 03:37:30 pm »
Map would be fun to spray (and camp unfortunately) if there wasn't that wall that stops bullets... But it's still playable...

Offline ginn

  • Camper
  • ***
  • Posts: 479
Re: ctf_Gloom
« Reply #6 on: April 28, 2012, 05:15:58 pm »
add as default!

Offline Kaze

  • Soldat Beta Team
  • Major
  • ******
  • Posts: 84
  • Arc-En-CieL
Re: ctf_Gloom
« Reply #7 on: April 28, 2012, 06:10:07 pm »
add as default!
Tested on soldat.mapping , this map is great , like denacke said its a mix of dropdown and a ton of other maps too .  The gameplay in itself is fantastic and it really brings a breeze of change in CTF! Really looking forward this map to be added in the new version!

Offline ginn

  • Camper
  • ***
  • Posts: 479
Re: ctf_Gloom
« Reply #8 on: April 29, 2012, 12:04:15 pm »
Alright... now I've updated it (again)... to make polygons below the spawnpoint "only bullets collide"... as only blue/red players collides also makes the flag collide. Why Bullets collide instead of players is because I think the map will be faster that way.

Offline machina

  • Soldat Beta Team
  • Veteran
  • ******
  • Posts: 1117
  • The world isn't nice. Why should I be...?
Re: ctf_Gloom
« Reply #9 on: April 30, 2012, 09:07:24 am »
add as default!
Believe me, there's really fucking long road for every map to get default...

Offline ginn

  • Camper
  • ***
  • Posts: 479
Re: ctf_Gloom
« Reply #10 on: April 30, 2012, 02:16:53 pm »
add as default!
Believe me, there's really fucking long road for every map to get default...
Cruz is getting to be default... Scorpion was made default last time. To be honest... I have think there's just 1 guy who is on the dev team that makes a map and wants it to be default.

Edit: Updated the spawn points, to give more of an advantage to not take the Ice Approach.
« Last Edit: April 30, 2012, 04:16:06 pm by ginn »

Offline ginn

  • Camper
  • ***
  • Posts: 479
Re: ctf_Gloom
« Reply #11 on: May 06, 2012, 12:52:57 am »
Update: Added 2 scenery + colliders to make it easier to nade boost away from flag. Also rearranged the scenery around the flags to middle, as they were previously mistakenly placed in the back.

Offline Suowarrior

  • Global Moderator
  • Veteran
  • *****
  • Posts: 1060
  • There will be time when I create maps again.
Re: ctf_Gloom
« Reply #12 on: May 10, 2012, 05:53:42 am »
Plays alright for sure, as it's close to default maps, mainly Dropdown. Not much new in this map.