Author Topic: ctf_Crucifix  (Read 5779 times)

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Offline As de Espada

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ctf_Crucifix
« on: April 25, 2012, 10:06:48 am »
ctf_Crucifix
By As de Espada
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Fix of the map ctf_Cruz. ctf_Crucifix will turn official (default).
Features new polytypes, has bounce polys on the bottom, only flagger collides on the middle, and hurt flagger on the bases.
Original layout by machina. Thanks to Zakath for the WP.


(^Click To Get Hard^)

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changelog:
added: 2 bouncy polys on the lower route to "fix" direction of the players
added: 2 colliders in the corner that leaves to the lower route. Hides players going there and can be (more or less) used to nadeboost to upper route.
fixed: some edges were not showing
fixed: waypoints
modified: looks better without background scenerys on
modified: dark borders enlarged, now players cannot see where the borders end.
modified: better shading on the borders of the map
modified: upper and lower routes shortened a little
modified: middle path is tighten and longer, so it's easier to shoot players there.
modified: map is more open in the middle, forcing players to fly a little more to enter middle path and hiding players going the alt routes earlier.

p.s.: Cruz + fix = Crucifix [retard]
« Last Edit: April 25, 2012, 06:42:08 pm by As de Espada »
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Offline zakath

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Re: ctf_Crucifix
« Reply #1 on: April 25, 2012, 12:10:57 pm »
fixed the wypts

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

Offline As de Espada

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Re: ctf_Crucifix
« Reply #2 on: April 25, 2012, 02:08:25 pm »
I updated the first post, thanks!
I also fixed some edges that were not showing
Do you think that a "no flagger sign" in the middle is needed?
« Last Edit: April 27, 2012, 03:23:10 pm by As de Espada »
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Offline ginn

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Re: ctf_Crucifix
« Reply #3 on: April 28, 2012, 05:10:08 pm »
I've tried this map... it's just really really bad... horrible for public games and horrible for competitive games.
It's a new layout, but new isn't always good.

Offline As de Espada

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Re: ctf_Crucifix
« Reply #4 on: April 28, 2012, 10:39:40 pm »
why is bad?
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Offline ginn

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Re: ctf_Crucifix
« Reply #5 on: April 29, 2012, 06:00:27 am »
why is bad?
Spray and camping is the only legit thing to do, It's essentially impossible to cap. It just become as spray and nade fest.

Offline Kaze

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Re: ctf_Crucifix
« Reply #6 on: April 29, 2012, 09:06:51 am »
I gotta admit that this map (CTFwise) isn't really good because it's so hard to cap , basically the best eaters will generally win! But with that saying , i like the way it brings some new breeze and it is a fun map too , thats why i'm looking forward to play this map in cws , gathers :P

Offline utkesmer

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Re: ctf_Crucifix
« Reply #7 on: July 18, 2012, 12:54:27 pm »
:)


Offline As de Espada

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Re: ctf_Crucifix
« Reply #8 on: July 21, 2012, 07:43:12 am »
I see what you did there, but it is impractical and it is really hard to be exploited in a real game :)

...also,
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Offline utkesmer

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Re: ctf_Crucifix
« Reply #9 on: July 22, 2012, 09:52:45 am »
Why are there two small "anti-flagger" polygons at the middle instead of a big one? Why did you leave a space?

Offline Fryer

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Re: ctf_Crucifix
« Reply #10 on: July 22, 2012, 09:58:02 am »
Why are there two small "anti-flagger" polygons at the middle instead of a big one? Why did you leave a space?
It's made that way because of a bug causing warp when you stand inside those polygons. The bug will be fixed in the next version of Soldat, so then the map can go back to only having one big wall.
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Offline smiluu

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Re: ctf_Crucifix
« Reply #11 on: July 23, 2012, 10:57:44 am »
Why are there two small "anti-flagger" polygons at the middle instead of a big one? Why did you leave a space?
And why not a flaggers hurt polygon between the space incase this happens?

Offline As de Espada

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Re: ctf_Crucifix
« Reply #12 on: July 23, 2012, 04:37:46 pm »
And why not a flaggers hurt polygon between the space incase this happens?
Because it would hurt flaggers standing outside of it as well, so a polystructure rework would be necessary (adding one poly actually), and it would have more chance to cause a polybug (which affect all players passing that region), so I prefered to not hurt flaggers there. Let`s face it: they are trapped inside a thin corridor, they will be dead very quickly anyway ;)
« Last Edit: July 24, 2012, 07:49:14 am by As de Espada »
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Offline NamelessWolf

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Re: ctf_Crucifix
« Reply #13 on: July 27, 2012, 09:27:08 pm »
I don't know if it's caused by the "warp bug" but on realistic mode you sometimes get polybugged to death while passing through Only Flagger Collides polygons.

On this map I think it was really horrible when I played it once. Every 10th second or so someone would get selfkilled for no reason what so ever and it was just so random that it disrupted the entire game. Carelessly touching carelessly placed polygons have always been a cause of death on realistic mode, but just suddenly dying without even touching the ground is a new thing.
You could imagine the frustration from trying to run through the middle route and dying in mid air for a few times in a row. The natural reaction is simply to stop taking the middle route, but then another player might be lucky enough to survive it, he gets a shortcut to the flag and caps. Surviving or not surviving passing through those polygons could be the difference between winning and losing.

With the bugs currently affiliated with polygons set to Only Flagger Collides and Only blue/red player collides those polygon types are simply not useful.
« Last Edit: July 27, 2012, 09:38:28 pm by NamelessWolf »

Offline As de Espada

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Re: ctf_Crucifix
« Reply #14 on: July 28, 2012, 12:52:05 pm »
(...)
With the bugs currently affiliated with polygons set to Only Flagger Collides and Only blue/red player collides those polygon types are simply not useful.
The bugs are already fixed :)

The killing was caused on the Only flagger collide polys, by the fake warping (the other players think you are warping when you aren't). The warping was considered high speed, so in realistic you was killed due to this fake speed.

Gladly is fixed now
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Offline NamelessWolf

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Re: ctf_Crucifix
« Reply #15 on: August 01, 2012, 04:37:19 am »
Sounds really good. It's a very cool map idea and I like the bounce in the lower path.

Offline smiluu

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Re: ctf_Crucifix
« Reply #16 on: August 02, 2012, 10:01:41 am »
And why not a flaggers hurt polygon between the space incase this happens?
Because it would hurt flaggers standing outside of it as well, so a polystructure rework would be necessary (adding one poly actually), and it would have more chance to cause a polybug (which affect all players passing that region), so I prefered to not hurt flaggers there. Let`s face it: they are trapped inside a thin corridor, they will be dead very quickly anyway ;)
Inside the space refers to inside the space. Rework hardly takes effort. This will only hurt idiots who try wrecklessly to blast through the wall while barely hitting the edge.

Offline As de Espada

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Re: ctf_Crucifix
« Reply #17 on: August 02, 2012, 12:41:19 pm »
I understand your point of view, but the green edge will be too sharp, and as it's a narrow path the chance of hitting that edge is high (see attachment). Note that those polys only hurt flaggers, but collide with every player.
In the developing version, the whole middle path is flagger collide, so the flagger gets really trapped and starts to float/move because it is "burried". I added death polys inside the ground (above and below the middle path), and the flagger gets killed as soon as it moves inside the ground that is not only flagger collides.
I am currently trying to make the flagger be expeled from the wall insted of being sucked (and trapped) in, but that caused some other issues, I'll have to talk to the devs to see if in the fixed version that also occour ;)
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Offline Dusty

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Re: ctf_Crucifix
« Reply #18 on: August 02, 2012, 02:15:09 pm »
The map's fine when people don't know how to play it. After learning the basic whoring strategies it becomes one of the most boring ctf maps.

Offline Kaze

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Re: ctf_Crucifix
« Reply #19 on: August 14, 2012, 08:41:14 pm »
The map's fine when people don't know how to play it. After learning the basic whoring strategies it becomes one of the most boring ctf maps.

Dusty , I could say the same for every other ctf maps , its natural enough for a map to become boring once you learned the basic strategies that you're gonna apply everytime.

btw long time no see As :p