Author Topic: tw_Para  (Read 3397 times)

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Offline NamelessWolf

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tw_Para
« on: January 26, 2012, 01:02:09 am »
Here's a map made by me and Psycho:


Map file + scenery:
http://speedy.sh/FGDuc/tw-Para.rar

Overview:



Screenshots:







Description:
This map was made by both Psycho and me.

It's got a nice terrain with mudholes, trenches and craters that can be used for shelter against bullets. That makes movement a bit tricky but the setting of jet pack to "none" rather than "minimum" should make advanced movement easier. Size is still fairly large but not larger than many other TW maps.

To make things a little more interesting we added a spawnpoint up in the sky, at the enemies' side of the middle. That means that every once in a while there will be a paratrooper sent down behind enemy lines, which should provide new tactics for the TW gameplay.

No waypoints yet for bots, but there might be an update for that.



Offtopic:
I've made two maps for Soldat before this. If you like it, please check out the other ones:
http://forums.soldat.pl/index.php?topic=41444.0
http://forums.soldat.pl/index.php?topic=41558.0

Offline jrgp

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Re: tw_Para
« Reply #1 on: January 26, 2012, 09:06:41 am »
If you can't use TMS, at least use the forum's file attachments instead of using some foreign file host that will delete your files after a year.

Nice map btw....
There are other worlds than these

Offline NamelessWolf

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Re: tw_Para
« Reply #2 on: January 26, 2012, 03:20:04 pm »
Hm. I don't see how barb wire would affect tactics that much, but it's nice that you like it  :)

There are a few places to hide, but at this map you can also get through the enemy lines unnoticed by spawning with a parachute. I think that's enough to force players into always being cautious of breachers that might take their flag.

Offline Blacksheepboy

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Re: tw_Para
« Reply #3 on: January 26, 2012, 05:09:06 pm »
There are a few places to hide, but at this map you can also get through the enemy lines unnoticed by spawning with a parachute. I think that's enough to force players into always being cautious of breachers that might take their flag.

Fun idea

Offline zakath

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Re: tw_Para
« Reply #4 on: January 27, 2012, 03:46:59 am »
what about /kill until you get it?

#soldat.mapping - #soldat.inc - #soldatladder - #soldat.gather.nordic

Offline Falcon`

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Re: tw_Para
« Reply #5 on: January 27, 2012, 06:27:15 am »
Can't be helped i guess. There's no cure for retarded players, but admins.
If you're not paying for something, you're not the customer; you're the product being sold.
- Andrew Lewis

Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live.

Offline machina

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Re: tw_Para
« Reply #6 on: January 27, 2012, 08:55:41 am »
That map keeps with only one tactic. "Get mid and spray/camp!" There's a huge free open area...

Offline NamelessWolf

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Re: tw_Para
« Reply #7 on: January 27, 2012, 04:44:18 pm »
It's true that the map is much about that yes, but taking the middle and holding it is hardly a new thing in TW. The new thing is that on rare occasions someone might spawn behind the front of the dominating team.

In a way it might also be necessary to have a strong and obvious place to camp AFTER the middle, as it gives an incitement for players to go that far before they start to camp. Maps with valleys in the middle might also be nice to play if the players on the server are actually trying to win the game but often on such maps players are satisfied with just camping at the highest point on their own side of the map. Those campers might have perfectly good kill/death ratio, but their camping might still not be very helpful to their team as domination is going down for the team that doesn't try to advance.
This is also the reason why I think that windows to shoot from sidebunkers should generally point backwards, towards the closest end of the map, rather than away from the spawnpoint. Camping can be crucial to winning a TW game, but it can also be harming if camping in the wrong place. With my maps I'd like to encourage camping in places that are helpful to gaining domination and discourage noobish behaviour.

About /kill I guess abusers could be kicked if that's what the players wants to do. It will be quite obvious to all if someone shows up on death consol as a selfkiller every 10th second or so.

After playing the map a few times I think maybe the spawnpoints in the base could be reduced to 15 instead of 19. I don't want to have too many paraspawns, as it would ruin pretty much everything for the dominating team, but I can see the point in a slight adjustment. If Psycho finishes his waypoints as well we might make a new release of this map.
« Last Edit: January 27, 2012, 05:10:16 pm by NamelessWolf »

Offline Blacksheepboy

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Re: tw_Para
« Reply #8 on: January 28, 2012, 12:11:19 am »
If Psycho finishes his waypoints as well we might make a new release of this map.

C'mon Psycho, hurry up

Offline PsychoHUN

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Re: tw_Para
« Reply #9 on: May 26, 2012, 04:05:52 am »
I didn't have much time to map lately, but finally, here is the new version of the map:
http://tms.jrgp.org/2010/?map=1702

Changelog:
-waypoints
-one-one more spawns  at para-places, so it will be easier to spawn with para
-fixed some polybugs
Note: I found out that if someone has a low-memory graphics card, Soldat can't load the map and shutdowns instead. It occurs if a map has huge sceneries (like here), so to make it 'easier' to load, I removed the sceneries from the bottom.

Enjoy! :)

Offline dominikkk26

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Re: tw_Para
« Reply #10 on: November 25, 2013, 06:51:57 am »
Pls reupload! Intention to add on, my test server.

Offline Viral

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Re: tw_Para
« Reply #11 on: November 25, 2013, 11:19:31 am »