Author Topic: CTF_Patopark 2012  (Read 2505 times)

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Offline MaVeRiCk/PaT0!

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CTF_Patopark 2012
« on: March 10, 2012, 09:08:10 pm »
CTF_Patopark 2012
By MaVeRiCk/PaT0!
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Hosted by jrgp's Soldat Mapping Showcase.

This is the third part of "patopark series" (wut ???) that I started with the first ctf_Patopark, which became ctf_Patopark v2 after aesthetic and layout upgrades (also featuring some concepts with new polytipes introduced with soldat beta 1.5.1).

So, in this version, I reworked those concepts into a new layout, which basically is smaller and more fast-paced. Map visuals are kinda of mixing between ctf_Patoparkv2 and the "cleanness" of original ctf_Patopark.

By clicking here you can view a quick sketch of how the map works.

There are no waypoints at the moment. That's all.
« Last Edit: March 26, 2012, 07:24:32 pm by MaVeRiCk/PaT0! »

Offline Blacksheepboy

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Re: CTF_Patopark 2012
« Reply #1 on: March 10, 2012, 11:19:40 pm »
Hey, hi there

I personally appreciate the multiple gamemode-ness

Offline smiluu

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Re: CTF_Patopark 2012
« Reply #2 on: March 11, 2012, 09:28:11 am »
I like maps that doesnt focus too hard on serious and competitive anti-noob playing.

Your messy style looks better than ever.

Offline As de Espada

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Re: CTF_Patopark 2012
« Reply #3 on: March 11, 2012, 02:27:35 pm »
interesting concept. you get some time to get out of your spawns but the flaggers must go either to the top or the bottom of the map, giving enough time to spawners to get the flaggers. I think what I like the most about this one is the deadly floor full of colliders, because you can easily boost yourself up again. The gifs you used turned out really cool, nice job!

I guess people will have to get used to the map, because that middle path (the "OMG" one) seems passable, when it's not, and the windows on that place should be the other way around, small on the inner walls and large on the exterior (archer windows), so you have a bigger reach.

I think I found a bug: the access to the "OMG room" has flagger collides polys but only from top. The access from below has not.

Suggestion: you should remove the lamp just in the end of the lower access to the "OMG" room, or at least the collider of it, because it will cover a escaping flagger if someone inside the "OMG" room.
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Offline MaVeRiCk/PaT0!

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Re: CTF_Patopark 2012
« Reply #4 on: March 18, 2012, 12:33:02 pm »
I) I guess people will have to get used to the map, because that middle path (the "OMG" one) seems passable, when it's not,

II) and the windows on that place should be the other way around, small on the inner walls and large on the exterior (archer windows), so you have a bigger reach.

III) I think I found a bug: the access to the "OMG room" has flagger collides polys but only from top. The access from below has not.

IV)Suggestion: you should remove the lamp just in the end of the lower access to the "OMG" room, or at least the collider of it, because it will cover a escaping flagger if someone inside the "OMG" room.
I) I guess that the impression of passable polys in the middle was mainly suggested by the fact that there were similar walls which were passable in the bottom and top of the center tower. To fix this I changed those walls into thin polys, so they're more like "passable wood doors" than the previous "passable brick walls", contrasting with the OMG! room;


II) Done.

III) In fact, this isn't a bug, 'cause I don't see any problem if the flagger access the OMG! room. But to reenforce this idea, I removed the crane scenery between the first and second floor.

IV)Good point. Done that too.

Thx for the feedback. I've just submitted the updated map file to TMS (no waypoints yet)
Plz tell here if you find any bugs.

Offline duz

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Re: CTF_Patopark 2012
« Reply #5 on: March 25, 2012, 11:47:14 pm »
Nice map Pato!
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Offline Bonecrusher

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Re: CTF_Patopark 2012
« Reply #6 on: March 26, 2012, 07:52:17 am »
if you could create lower path id definately use it on my server


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Offline MaVeRiCk/PaT0!

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Re: CTF_Patopark 2012
« Reply #7 on: March 26, 2012, 07:20:01 pm »
Another little update, specially because of this addition:
http://www.freeimagehosting.net/newuploads/xfy72.jpg

@bonecrusher: I'll study a way to make this path but it would be a little helpful to me if you tell me why do you think this is necessary;

Offline Bonecrusher

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Re: CTF_Patopark 2012
« Reply #8 on: March 27, 2012, 08:20:24 am »
If find this map really cool and I'd love to upload it to my CTF#4 server but its 18 slots and I think it needs one more path so other dont get too crowded ;]

#edit
also you could make it a little bit brighter, its too dark imo
#edit2
also red and blue spawns should be more red/blue instead of this brick wall

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Offline MaVeRiCk/PaT0!

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Re: CTF_Patopark 2012
« Reply #9 on: April 01, 2012, 02:26:21 pm »
If find this map really cool and I'd love to upload it to my CTF#4 server but its 18 slots and I think it needs one more path so other dont get too crowded ;]

#edit
also you could make it a little bit brighter, its too dark imo
#edit2
also red and blue spawns should be more red/blue instead of this brick wall
This is isn't exactly what you sketched, but I guess it could work. :)
Except for the new routes, the game concept stills almost the same as the first one. I also changed the original brick texture into a more white one, which helped to increases the red/blue contrast 'cause I opted to extend your idea to the whole map instead of focus only on team spawns.

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Offline Bonecrusher

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Re: CTF_Patopark 2012
« Reply #10 on: April 01, 2012, 04:08:03 pm »
Thanks for including my ideas but I have to say its unplayable on public servers. Players say it causes too much confusion. However the design itself has some potential, but you will have to move the flag spots and recreate the middle part of the map.
« Last Edit: April 01, 2012, 04:09:48 pm by Bonecrusher »

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Offline ginn

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Re: CTF_Patopark 2012
« Reply #11 on: April 30, 2012, 02:20:17 pm »
This map looks fairly nice, I think it could make for some interesting game play.