Author Topic: Remake of ctf_Laos  (Read 4767 times)

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Offline Izzy Rose (PL)

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Remake of ctf_Laos
« on: August 16, 2012, 04:43:37 pm »
Hi.
As you can see, I came back to mapping recently (yes, came back, but my older maps were not too good).

Without reading Laos' topic in Default Maps Discussion I made my remake of Laos. For fun and training.
My goals were:
- keeping old land line with minor changes/improvements
- making new, better looking scenery using default, rough soldat scenery pieces
- making new, more "modern" and warm look of the land, but avoiding a shock effect.

I used old waypoints with some corrections for new land, changed positions of Berserker and Flamer (now Berserker is nearby Alpha, and Flamer nearby Bravo base), placed two additional colliders on right island and an alternative lower way.

Hope you like it. If you think it's good enough, recomendate it, please. If you think that it is too dark, tell me, I'll make it brighter.



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Offline homerofgods

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Re: Remake of ctf_Laos
« Reply #1 on: August 21, 2012, 06:37:29 am »
I have played a lot of laos, and I must say this is a good remake. Good enough to replace the old as default if you ask me.
It looks good, and the changes you have done is only for the better.
One thing though, the camping spot for bravo on lower route is better then Alphas spot due to difference in hight, and nothing stops the bullet.
It's basicly much easyer to hide and find a good angle to snipe from on the right side.
Then again.. red base is probbably more easy to defend.
I like how some of the bushes are half-transparent :)
« Last Edit: August 21, 2012, 06:39:29 am by homerofgods »

Offline Izzy Rose (PL)

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Re: Remake of ctf_Laos
« Reply #2 on: August 21, 2012, 11:27:07 am »
Thanks!
Yeah, I was wondering, what is wrong with bravo  camping spot. Thanks for that idea, I'll correct it.
I wanted to make bases more balanced, considering new tunnels in upper isles - left one's left end of the tunnel is placed vis a vis the wall. Right one has this sub-isle, which make going fast more difficult. I think.
About the bases... I didn't change anything in their structure. I played this map in original version a lot too, and I thing both have their week and strong points.

If you have concrete suggestions, hit them ;)
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Offline homerofgods

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Re: Remake of ctf_Laos
« Reply #3 on: August 21, 2012, 01:49:43 pm »
I will think about it.

Offline Izzy Rose (PL)

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Re: Remake of ctf_Laos
« Reply #4 on: July 16, 2013, 04:12:58 pm »
I know there is LARGE latency, but...

Made some little corrections (probably nearly not noticeable - I hope wrote this sentence correctly from grammar point of view). I played it for a few minutes and done some polybugs corrections. Other things I kept how they was before.

Below there is an attachment with new version of map.
I still please to consider replacing the old one with my remake. Thanks in advance. :)

PS
If you find more bugs or bad points of this remake, please post them here.
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Offline Adam

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Re: Remake of ctf_Laos
« Reply #5 on: July 16, 2013, 05:17:42 pm »
this is for publicers who play 12v12

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Offline Izzy Rose (PL)

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Re: Remake of ctf_Laos
« Reply #6 on: July 16, 2013, 05:19:13 pm »
Maybe, maybe not. I play on Zabijaka's servers and I noticed that it is quite popular map.
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Offline homerofgods

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Re: Remake of ctf_Laos
« Reply #7 on: July 16, 2013, 07:07:15 pm »
I took a second look at the map. I like what you did to the visuals, I feel that the alpha base are a native tribe that gets invaded by the more futuristic bravo guys. Maybe it would be fun to see more heads on sticks or pots as to suggest the Alpha players are canibals, and maybe do some more story on Bravo side too.
Furthermore, I like the solutions you have done to the middle isle on bravo side, that you can walk through it.
If I was to criticize anything I would maybe say you need to find polybugs, places where people will get stuck while running through the map. There are also many scenery's in this map, will it run smoothly for everyone playing it? The map has to be clean if it's gonna have a chance of replacing the current Laos.
The statistics show that Alpha has a better chance of winning, and I think it's because of the spawns, you could maybe try to make the Bravo base smaller somehow. Btw, the first tree on Alpha side looks scaled, no?
« Last Edit: July 16, 2013, 07:09:17 pm by homerofgods »

Offline As de Espada

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Re: Remake of ctf_Laos
« Reply #8 on: July 17, 2013, 12:00:36 pm »
It's a nice map, please update your first post with the newest version :)
when I get home I"ll play it again and give more criticism.
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Offline Izzy Rose (PL)

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Re: Remake of ctf_Laos
« Reply #9 on: July 17, 2013, 12:20:13 pm »
Thank you for attention :) Yeah, maybe bravo base need more styling too, good idea.
I don't know if you remember, but you posted similar suggestions about one year ago ;) I checked polybugs and I think there is VERY small chance that someone could stuck or something - I added antipolybug vertex' nearly in every place it was supposed to be needed. (sorry in advance for my English again)

For the moment I made Bravo base more tight, as the red one is, if it's needed. Give me a few days, I'll play some matches on Laos and I'll check the chances out.

About amount of scenery... I dunno if it may be heavy for older machines, while writing this post I reduced scenery number to 363/500.

There's attachment.
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Offline homerofgods

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Re: Remake of ctf_Laos
« Reply #10 on: July 17, 2013, 12:42:32 pm »
You don't need to overdo anything because you allready have a nice renake. I don't know how it will look or feel but maybe bravo base should be a bit shorter..?
Here are some concrete places to look at when you shine up the details of your map:

Img(what1):
What is that box that comes in front of my player? and is it necessary?
Img(what2):
I think a good reason why I like bravo base is because of that light, I almost wish there were more of them. I also think those crates look good.
I like how you colour the ground blue, but it looks like the ground is cut in half if you know what I mean, is it possible to make the colours flow more?
There is a little problem in the bottom of where I'm standing in the picture, make sure it's not possible to get stuck in that pit or something :p The white/gray crate in the background is also unnecessary.
Img(what3):
I don't know why but the shadow effect doesn't look natural for me here. That tree might look too placed, but I don't have any good idea of how to improve it.
Img(what4):
Have a look at this background scenery too, it kinda looks scaled.

Just ask if my feedback is unclear!
« Last Edit: July 17, 2013, 01:07:24 pm by homerofgods »

Offline Izzy Rose (PL)

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Re: Remake of ctf_Laos
« Reply #11 on: July 17, 2013, 01:18:57 pm »
what1:
removed, I puted the smaller one (with collider) higher.
what2:
In progress. I can make more spotlights, but it make scenery amount bigger ;)
Ground - there was mistake in way I placed vertex', but I made it better (I still working on next correction version, so please wait ;) ). About stucking - Viral posted me a PM that my polybug corrections caused even bigger issues with polybugs. I made it one more time, I hope it will work now.

what3:
I meant to make some tunnel impression:
Izd8J9jtA" class="bbc_link" target="_blank">https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRLhgUDCWoBWRihYelZkCOmHTI7SASZNAneuKWcBTL73 Izd8J9jtA. The tree and lianas are here, because they cover hard ends of the shadow. Actually, it isn't shadow (it isn't in middle or front layer, but in back), but semi-transparent background wall-like scenery (cccombo breaker!)

what4:
Yup, it is KINDA scaled xD I can make it better, but - once again - it will raise scenery amount.

Stay tuned, I'll post new version in a few minutes ;)
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Offline Izzy Rose (PL)

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Re: Remake of ctf_Laos
« Reply #12 on: July 17, 2013, 01:26:25 pm »
Here we are:
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Offline homerofgods

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Re: Remake of ctf_Laos
« Reply #13 on: July 17, 2013, 01:47:57 pm »
Here we are:

Bah, I seam to have tested myself blind. I can't give any feedback anymore. Atleast not right now :) I will return and try again some other time.
« Last Edit: July 17, 2013, 02:00:23 pm by homerofgods »

Offline Izzy Rose (PL)

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Re: Remake of ctf_Laos
« Reply #14 on: July 17, 2013, 02:35:39 pm »
Ok, I'm glad :)
However - I'll remind you about that :P
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Offline homerofgods

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Re: Remake of ctf_Laos
« Reply #15 on: July 17, 2013, 06:03:54 pm »
Img(what5)
I'm still not happy about that red thing. I get that it's 50% velocity so you can't camp there, but isn't it better to make it smaller instead?
Img(what6)

I don't like the first tree in Alpha base, the bush was better, it just looked a bit scaled

The rest you fixed is better now, but I noticed something else.
Img(what7)
Both theese scenerys are unnecessary imo. I didn't buy the 3d effect of the bunkers :p
Img(what8)
Instead you could do more in this area to make it look more like a commando post, maybe a saluting general, or some open crates with guns or ammo, or a flag or i don't know. It's just an idea though.

Offline Bonecrusher

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Re: Remake of ctf_Laos
« Reply #16 on: July 18, 2013, 04:22:07 am »
I uploaded it to zabijaka ctf as ctf_Laoss, played with few others and I think it might be a bit too big. Also updating it to newest version right now

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Offline Maniek

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Re: Remake of ctf_Laos
« Reply #17 on: July 19, 2013, 03:30:40 am »
The most annoying thing in this map is only 2 supply spawn points at bases. Its lack of balance, becouse if one team is losing they drain supplys and "give" new ones to opposite team. I guess there is nothing we can do with it right now, but I hope its will be changed in the future.
« Last Edit: July 19, 2013, 03:36:38 am by Maniek »

Offline Boots

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Re: Remake of ctf_Laos
« Reply #18 on: July 19, 2013, 05:12:07 am »
The most annoying thing in this map is only 2 supply spawn points at bases. Its lack of balance, becouse if one team is losing they drain supplys and "give" new ones to opposite team. I guess there is nothing we can do with it right now, but I hope its will be changed in the future.
a lot of maps have the same type of spawns..
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Offline Fryer

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Re: Remake of ctf_Laos
« Reply #19 on: July 19, 2013, 05:15:42 am »
The most annoying thing in this map is only 2 supply spawn points at bases. Its lack of balance, becouse if one team is losing they drain supplys and "give" new ones to opposite team. I guess there is nothing we can do with it right now, but I hope its will be changed in the future.
You can't drain supplies from your own team. They only respawn in the other team's base if a player from the other team takes them.
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