Author Topic: CTF Cavewar (v1.1, updated Mar-2, 2014)  (Read 3894 times)

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Offline grand_diablo

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CTF Cavewar (v1.1, updated Mar-2, 2014)
« on: February 02, 2013, 11:18:09 am »
UPDATE TIME!
I fixed a few graphical glitches and converted the map to a full background map along with its own texture. Im finally starting to get along with Polyworks more smoothly, considering that I use it like once in half a year :)

Downloads and screenshots updated.

-----
Hurray. Just dropping in. I wonder if anyone around still knows me :P

Been playing Soldat for the first time in probably 1 or 2 years recently and I am pleased to see that this game, despite having more than ten years on its back, still has an active community (eventhough it doesnt seem to be as big as it once was). Not many games manage to be that successfull. So props for y'all ;)

But let's talk maps. I've been fiddling around with PolyWorks to create a medium-sized, fast-paced CTF map. The concentration lies in fluid movement and organized teamplay, as, except for the risky lower route, there are no medkits except at the spawnpoints.

Since I still can't be bothered to understand how proper poly coloring works in PolyWorks AND MapMaker Plus surprisingly still works under Win8 (in a very buggy way, though), theres not too much eye candy on this map. But its supposed to be a cave. Caves are generally not known to be pretty. All scenery used should be default. Recommended team sizes: 4v4 or more (judging by its size, I might aswell be wrong). No bot waypoints.

If you decide to give it a try, please provide some feedback after playtesting ;)

Mirror:
https://www.mediafire.com/?fcylhga4gc55e9q
« Last Edit: March 01, 2014, 10:47:08 pm by grand_diablo »
"Remember, remember the 5th of November, the gunpowder treason and plot. I know of no reason why the gunpowder treason should ever be forgot." (V in "V for Vendetta")

Offline Blacksheepboy

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Re: CTF Cavewar (v1.0)
« Reply #1 on: February 02, 2013, 01:15:37 pm »
Hi.

Been playing Soldat for the first time in probably 1 or 2 years recently and I am pleased to see that this game, despite having more than ten years on its back, still has an active community (eventhough it doesnt seem to be as big as it once was).

Yeah, the game has aged well.

Offline Bonecrusher

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Re: CTF Cavewar (v1.0)
« Reply #2 on: February 07, 2013, 07:34:07 am »
After Fryer's recommendation I decided to test this map. At first glance it looks huge definitely enough for 9v9 gameplay thats why  I uploaded it to Zabijaka.pl CTF#4. The looks are far from distracting which is good, lots of different paths/tunnels makes it great for running. I'll write more when I get the chance to test it with full server.

Im chill like that

Offline Maekl

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Re: CTF Cavewar (v1.0)
« Reply #3 on: February 10, 2013, 04:46:27 am »
Intresting concept, I like it. I can waypoint this for ya if you want to.  :)

Offline As de Espada

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Re: CTF Cavewar (v1.0)
« Reply #4 on: February 10, 2013, 10:42:59 pm »
nice map, flows nicely, and you have to make an effort to be quick on it, specially in the lower route
I think the map is too grey, there could be some color here and there. Also, the middle of the map has too many routes for me

good job overall, and you made it in map maker lol
I am about to make a video tutorial for PW for a long time
All my maps | my latest map: SoldatX Racing Mappack
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Offline grand_diablo

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Re: CTF Cavewar (v1.0)
« Reply #5 on: February 26, 2013, 11:56:17 am »
Well, Ive figured out most of PolyWorks features, but I really cant get around the colorization mechanic - I really miss that quick coloring mode from MM+ (which I also used for artsy maps like the Glowing Dawn series). That light pointer thingy in PW makes me go shiznutz, every frickin time I try to fiddle around with it.
"Remember, remember the 5th of November, the gunpowder treason and plot. I know of no reason why the gunpowder treason should ever be forgot." (V in "V for Vendetta")

Offline Denacke

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Re: CTF Cavewar (v1.0)
« Reply #6 on: February 26, 2013, 01:45:14 pm »
Haven't play tested your map yet, but I do remember you g_d! Nice to see you around here again.

Map looks a bit large to become a success competitive mode wise, but as you said with 4vs4 and up it might work well for publics.

Hope we can test it on #soldat.mapping soon :-)

Offline As de Espada

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Re: CTF Cavewar (v1.0)
« Reply #7 on: February 26, 2013, 06:58:26 pm »
yeah, the light tool is messy. It kinds of creates a squared 3D effect...
what quick coloring mode are you talking about? maybe there is something similar
All my maps | my latest map: SoldatX Racing Mappack
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Offline chutem

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Re: CTF Cavewar (v1.0)
« Reply #8 on: February 26, 2013, 11:04:29 pm »
Did Anna every explain what the light tool is actually supposed to do?
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Offline NamelessWolf

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Re: CTF Cavewar (v1.0)
« Reply #9 on: March 05, 2013, 03:13:16 pm »
Hey.

I just played this map on a more or less full realistic CTF server and as a summery I think it's very nice. I think the visual style could have been improved with background scenery and by hiding the overlapping polygons a bit more, but I think you've done so well on the basical playability that this map is still worth playing.

You have a nice mix of open routes and narrow corridors, the angles are well designed for running and there are plenty of situations where the different routes interact in an interesting way. You've also done well to avoid places where the gosteks gets stuck or hurt by polybugs.

One nice detail I thought of was the small tunnel which you put under the flag island. Since there are no spawnpoints down there it's an unusual way to take out of your spawn and that provides a temporary safe spot for the attacking team. Then they have the choice between going left or right towards the flag and the defending team in the situation must keep both directions covered - if only by throwing grenades down the tunnel, but I still think that tunnel adds a slight tactical aspect. I like such situations.



.. and about the visual style:

Well, it's not as bad as it could have been. Back in the old Soldat maps polygons were overlapping even where it served no purpose and you could see a clear line between literally every triangle that the map was made up of.
Here you've bothered to connect polygons into vertices that share the same color, which makes them blend together much more naturally. You've also worked on shading and colorising in a specific way that I think is really nice. It reminds me of CTF_Koruzlo, which could be the most beautiful map I've seen in the category of maps which doesn't make use of background scenery.

The background does look dull to me, but if you've decided not to use background scenery out of strict Soldat tradition (despite the fact that maps with background scenery have existed for a large part of Soldat's history) then I suppose it's hard to make the map look much better than this.
« Last Edit: March 05, 2013, 03:17:49 pm by NamelessWolf »

Offline grand_diablo

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Re: CTF Cavewar (v1.1, updated Mar-2, 2014)
« Reply #10 on: March 01, 2014, 10:48:32 pm »
You might think Im crazy, since this thread is over a year old. But... I have just released an update to the map (see first post) ;)

*bump*

PS: Denmark Cake :)
« Last Edit: March 01, 2014, 11:07:30 pm by grand_diablo »
"Remember, remember the 5th of November, the gunpowder treason and plot. I know of no reason why the gunpowder treason should ever be forgot." (V in "V for Vendetta")

Offline jrgp

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Re: CTF Cavewar (v1.1, updated Mar-2, 2014)
« Reply #11 on: March 02, 2014, 03:47:16 am »
You might think Im crazy, since this thread is over a year old. But... I have just released an update to the map (see first post) ;)

*bump*

PS: Denmark Cake :)

Great to see you're still alive, man. I like what you've done here. Those unreachable places on either side of the map definitely give it a great touch.
There are other worlds than these