Author Topic: ctf_Cruz  (Read 8745 times)

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Offline zakath

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Re: ctf_Cruz
« Reply #20 on: November 09, 2011, 03:40:35 pm »
Map is indeed very fun and works very well at least for 3vs3
mainroute becomes middle and alt route up or down, meaning its very easy to leak as you cant keep track of everyone but as you can always go mid to intercept it works very well.

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Offline machina

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Re: ctf_Cruz
« Reply #21 on: November 10, 2011, 03:02:33 pm »
it is so much fun.
recommended for default addition. don't judge it until you've tried it with other players. oh my god.
Thank you, Adam!

zakath, maybe you will be thinked about adding this map as official one into next 1.6.3  :D

Kaze, I'll try to promo this map on some gathers... :)

Offline Suowarrior

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Re: ctf_Cruz
« Reply #22 on: November 13, 2011, 02:37:44 pm »
Sorry for late feedback. As the rest said the map is very enjoyable.

The only thing I'm worried is that the design might give only one kind of rounds. With that I mean there's little room for different tactics than just "all rush middle". Map could have some more twists in base.

Also in my eye it's a good candidate for the default especially cos it uses the new polytypes very good.
« Last Edit: November 13, 2011, 02:41:49 pm by Suowarrior »

Offline machina

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Re: ctf_Cruz
« Reply #23 on: November 14, 2011, 12:38:14 pm »
The only thing I'm worried is that the design might give only one kind of rounds. With that I mean there's little room for different tactics than just "all rush middle". Map could have some more twists in base.
1 LAW, first nade, second nade and faggots are going to hell :P Of course rushing middle will be famous, but if you want to cap, you will need to make some less simple tactic :)

Offline Denacke

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Re: ctf_Cruz
« Reply #24 on: November 15, 2011, 12:14:33 pm »
Hey there,

We've been testing this map on the [Pure] CTF Public and it was very enjoyable! The only flagger collide middle part ensures quick access to the enemy base and an action packed game, yet makes capping just a tad little harder as it should be.

It was a bit hard as flagger to use the upper route to escape though, you get just enough jet. This means that with only a small setback you end up halfway there and are forced to go down and refuel :P. Perhaps a little platform halfway where one could refuel would be nice.

Offline machina

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Re: ctf_Cruz
« Reply #25 on: November 15, 2011, 12:49:19 pm »
Mhm, maybe something like this...? But it would let players to camp... I'm not so sure about it...

Offline Denacke

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Re: ctf_Cruz
« Reply #26 on: November 15, 2011, 02:44:05 pm »
Ah I was a bit unclear before, I meant for the change to be in the upper route, I like the down way as it is :)

Here's what I was thinking: (The brown thing could be a box that prevents campers from being able to sit there and shoot)

Offline machina

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Re: ctf_Cruz
« Reply #27 on: November 15, 2011, 03:32:33 pm »
Noo... There's enough place for campers upper the middle way...

Offline zakath

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Re: ctf_Cruz
« Reply #28 on: November 16, 2011, 05:15:38 am »
What I dont like about the lower route is that unless you compensate with jet(and loose momentum) you are most likely to hit yout head into the middle polyisland on first bounce and then go upwards on the second bounce would be so much more convenient and flowy if it would require just one bounce, for example using a pointy middle polyisland.
For the upper path I would prefer it to be a bit faster as well to rectify this I suggest bouncy polys in the red spots on this drawing as well as a rounded roof top for faster movement.

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Offline As de Espada

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Re: ctf_Cruz
« Reply #29 on: November 16, 2011, 09:12:49 am »
The idea of the upper route was that you must use the central polys. Maybe I'll add 50% jet so you can go just flying.
Those bouncers zakath suggested will make gameplay faster than I intend to.
I'll have to think better about Denacke's idea. Must be frustrating to go down again, but players stopping there don't feel right.

I'll modify lower route as zakath said to be a "one bouncer", hope upper route won't get underused.

I see an update comming soon.
« Last Edit: November 16, 2011, 09:15:00 am by As de Espada »
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Offline machina

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Re: ctf_Cruz
« Reply #30 on: November 16, 2011, 09:27:33 am »
Okay, I'll be waiting for update... I hope it won't make map less playable :) But I hope you won't ruin image of map, ADE... It have to keep with cross view :P

Offline As de Espada

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Re: ctf_Cruz
« Reply #31 on: November 19, 2011, 12:57:51 pm »
map updated:
  • Added pointy middle poly on the lower path to make it faster
  • Fixed bounciness was too much, decreased from 5000 to 250
  • Modify lower polys were heightened, there is more space near the bouncy poly
  • Modify Jets increased from normal (190) to high (320)
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Offline machina

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Re: ctf_Cruz
« Reply #32 on: November 20, 2011, 01:54:18 pm »
I believe your experiance ADE and I hope map isn't less playable... I will have to inform servers' owners about new update. People can't play on the old version of map :)

Offline Maukis

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Re: ctf_Cruz
« Reply #33 on: November 24, 2011, 02:57:20 pm »
Map very fun, gj As and machina.

imo should be default.

Offline machina

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Re: ctf_Cruz
« Reply #34 on: November 24, 2011, 03:04:03 pm »
Thanks for your supporting, Maukis! :D But everything depend on zakath's decision...

Offline zakath

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Re: ctf_Cruz
« Reply #35 on: November 24, 2011, 04:33:49 pm »
Thanks for your supporting, Maukis! :D But everything depend on zakath's decision...
I dont decide, its the map part of the beta team does that, my feelings for this map is that I like it though and we will definantly add "bouncy" map(s) in the next version my reservation for this map is that while the gameplay is fun the "amount" of different tactics are limited, which is why I hope for more maps with bouncy polygons which are both fun and have the possibility for more diverse gameplay.

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Offline machina

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Re: ctf_Cruz
« Reply #36 on: November 27, 2011, 11:06:45 am »
Yea, maybe you're right with limited amount of tactics for this map, but I'm leaving the hope that other players are more creative than me in creating tactics... :)

Offline As de Espada

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Re: ctf_Cruz
« Reply #37 on: November 27, 2011, 12:54:33 pm »
It has more tatic than ctf_X :P

I played on soldat.mapping today an it's lots of fun!
« Last Edit: November 27, 2011, 05:35:46 pm by As de Espada »
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