Author Topic: ctf_Wretch  (Read 3179 times)

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Offline AdamD

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ctf_Wretch
« on: April 30, 2012, 01:03:35 pm »

the little platforms the flags are on are charlie only, meaning the flag will not drop, but players can pass through. sort of like snakebite.

players can cap from below, and seemingly so far rarely get stuck when passing through the poly to grab the flag.

its unshaded and untextured and still a WIP, so please excuse the crudity!


« Last Edit: April 30, 2012, 09:06:27 pm by AdamD »
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Offline AdamD

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Re: ctf_Wretch - blocked/unshaded
« Reply #1 on: April 30, 2012, 05:03:00 pm »

did a bit of shading, updated the .zip, hope to have it on #soldat.mapping servers soon
« Last Edit: April 30, 2012, 05:26:44 pm by AdamD »
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Offline As de Espada

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Re: ctf_Wretch - blocked/unshaded
« Reply #2 on: April 30, 2012, 05:06:42 pm »
plz use forum attachments
nice use of scenerys and shading. I like that floating flag idea a lot.
suggestion: make supports for those thin islands, so they won't be floating
I'll upload to #soldat.mapping tonight
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Offline AdamD

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Re: ctf_Wretch - blocked/unshaded
« Reply #3 on: April 30, 2012, 05:30:53 pm »
updated the topic (i think)

wasn't sure how to link an attached image.

will add some supports now! good idea, something felt a little off
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Offline Bistoufly

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Re: ctf_Wretch
« Reply #4 on: May 01, 2012, 07:26:56 am »
Just tested it in #soldat.mapping.

Very impressed by this map.
It's simple, fast paced and fun !

I would like to invite the developers to consider adding this to the default maps once it's finished.

Everyone seemed to enjoy it a lot.

Offline nosejj

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Re: ctf_Wretch
« Reply #5 on: May 01, 2012, 10:47:37 am »
Defintly one for the next version.

Offline Fryer

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Re: ctf_Wretch
« Reply #6 on: May 01, 2012, 10:58:40 am »
I really like this map; possibly one of my favorite maps ever. Interesting use of the flagger collide polygons, gives the map a kinda tactical feel that I don't really get from other maps.

As the others said, I would also like this to be included in Soldat as a default map.
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Offline Suowarrior

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Re: ctf_Wretch
« Reply #7 on: May 01, 2012, 11:53:15 am »
Felt nice hectic and blabla :)

Map works nicely when attacking bottom to base but it feels pretty gay in attacking top to base as once youg get the flag you got also stuck on the bridge and you can't even throw the before you jump (and get room for throwing).

Only flagger collide poly also causes some unintended bugs, especially when you are slowly jetting up (bottom to flag), there once you get the flag, you may get stuck inside flagger collide polygon.

Imo only flagger collide poly doesn't suit as flag platform.

edit: Suggestion:
- Leave the flagger poly as it is
- Raise up flag so that player can steal the flag and throw it immeaditely to middle route (you can use "minimal sized" only flag collide polygon and set flag inside of it)
- Shape the polygons so that player can throw flag from bridge to middle
« Last Edit: May 01, 2012, 12:16:09 pm by Suowarrior »

Offline AdamD

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Re: ctf_Wretch
« Reply #8 on: May 01, 2012, 12:10:42 pm »
yep, can't argue with that

this map is pretty much incomplete until a polytype similar to this is added into the game, which is a pipe dream! the map works it is just inconsistent/buggy as it is now.

that's not to say you shouldn't consider it for default addition sometime in the future :D
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Offline zakath

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Re: ctf_Wretch
« Reply #9 on: May 02, 2012, 07:41:25 am »
just an idea perhaps not needed.

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Offline Bistoufly

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Re: ctf_Wretch
« Reply #10 on: May 02, 2012, 08:12:46 am »
just an idea perhaps not needed.

It's already very fast to wall-flip to up route using the momentum of the kick jumps.
That bouncy poly is really not needed and would be more annoying than anything.

So I hope this stays "just an idea".

Offline As de Espada

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Re: ctf_Wretch
« Reply #11 on: May 02, 2012, 10:23:45 am »
I played it a few days ago. It is fluid and the looks are good.
What would be really nice would be a little path on the side of the flag so you can grab it and go low.
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Offline machina

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Re: ctf_Wretch
« Reply #12 on: May 02, 2012, 11:32:47 am »
Well, huge open areas may not to be enjoyed so much because of campers. Map doesn't look really unique for me.

Offline Kaze

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Re: ctf_Wretch
« Reply #13 on: May 02, 2012, 12:36:41 pm »
Well, huge open areas may not to be enjoyed so much because of campers. Map doesn't look really unique for me.
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Offline AdamD

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Re: ctf_Wretch
« Reply #14 on: May 02, 2012, 12:42:43 pm »
thanks a lot for the suggestions, i'm gonna experiment and see what i can come up with

i hate bouncy polys in ctf maps so that is definitely not gonna happen :D sorry zakath, i know you're trying to promote them...

suow, the problem with that is that the flag becomes far too easy to be shot, even by accident, leading to everyone floundering over the flag. i do agree that the polys need to be changed to allow for seamless throwing/escape to mid, and a solution i'm gonna test out is have a small portion of the platform in the center act as the holder for the flag and place the flag inside that, and have the rest non-colliding so in THEORY the player should be able to grab it and run down or run and grab it up fluidly.

we'll see how it works in practice though.

and yes, this is definitely a map to be tested before judging unfortunately, i'm not very good at making things look good but those wide open areas don't factor in the gameplay too much and spawnkilling doesn't really happen.

once i get this floating flag pinned down i'm gonna ask some clans to play serious clanwars on it though for further feedback. 
« Last Edit: May 02, 2012, 12:52:34 pm by AdamD »
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