Author Topic: CTF_Hurry final version released!  (Read 2883 times)

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Offline Maekl

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CTF_Hurry final version released!
« on: February 08, 2013, 01:47:13 pm »
I'm back. Again.  :) Couldn't log in with my old account for some reason..  (Maek|) It keeps asking me to retype my password but doesnt say its wrong ???

Anyways, I have played soldat on and off for over 8 years now, and made a bunch of maps in the process. I dont know how many of them are still played, but at least ctf_sorghir is still on Leo's CTF maplist, and if there are any CS servers running, there should be a bunch of maps there too, such as cs_havana and cs_containers.

But anyway, about my new map.

CTF_HURRY



Waypointed, works
8vs8 max, 6vs6 or 5vs5 optimal
693 polygons
110 scenery
Jet: Normal



I'm personally a fan of classic soldat map looks, and that's what I was after with this one too. The map is medium to large sized, and mostly mirrored. The center part is by purpose not symmetrical, I designed it so that it would still be balanced, but both teams would have their own slight advantage. Basically the blue team can rush a little faster through the center and the small passage into the lower tunnels, but the red team is closer to the passage leading from the upper passage into the middle route, so they can have a bit more firepower in the middle tunnel area. Those things shouldnt affect gameplay too much in the way or another, but makes it a bit more intresting. I designed the map so that all gun types are useful troughout the map.


Rate and comment.  ;)

If a test match could be arranged somewhere, I'd love to join it.

« Last Edit: February 12, 2013, 12:11:31 pm by Maekl »

Offline Maekl

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Re: CTF_Hurry
« Reply #1 on: February 10, 2013, 04:41:53 am »
I undestand that the community has shrunk to its lowest ever, and those who remail are not here all the time, but I'd still like to hear any input about this map. I would love to be back making maps again but I need you guys for that.

It's just that this is probably my favourite map that I have made, and I'm very satisfied with it myself. I appreciate any opinions. :)

Offline Deadpool

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Re: CTF_Hurry
« Reply #2 on: February 10, 2013, 05:26:14 am »
Visually, this map is great. I think this could work for playing 5v5 or even more. It's totally worth testing, as I suppose this could be a good map for publics' community. Unfortunatelly, this wouldn't be picked so often in 3v3 games, just like MFM or Maya's are not being played too often.

Offline Mittsu

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Re: CTF_Hurry
« Reply #3 on: February 10, 2013, 05:53:18 am »
such as cs_havana and cs_containers.

they are still played :)

Unfortunatelly, this wouldn't be picked so often in 3v3 games, just like MFM or Maya's are not being played too often.

well he mentioned it's for at least 6vs6, this map will probably be added to Leo's CTF
Realistic-Soldat.net
<+elerok> soldat is dead
<+AThousandD> shit happens

Offline Maekl

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Re: CTF_Hurry ver.1.1 released!
« Reply #4 on: February 10, 2013, 03:54:11 pm »
Thank you!  :-*

I've been playing this 8vs8 with bots, and I can tell you that I'm constantly running into bullet clouds. But who knows, it might work out with real players and a bit slower respawn time than what I've been testing this with. Its hard to recreate human behaviour with bots after all.

But great that some of my work is still alive. :)

edit: updated version released!

changelog:

polybugs fixed
added scenery
shading fining
some poly reshaping for quicker running

Offline As de Espada

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Re: CTF_Hurry ver.1.1 released!
« Reply #5 on: February 10, 2013, 10:28:04 pm »
Very old school map. Coloring, scenery, shading, everything visual is done they way I like :)
I just wandered around alone in this map, but I'll risk saying somethings.
I noticed that it's not smooth to change route. you choose one and basically don't interact with the others.
Middle route is a lot quicker than I was expecting, good job there :)

ohh, if you want to make a x3 version of the map just for fun, remove all the middle of the map :P
All my maps | my latest map: SoldatX Racing Mappack
me making a map on youtube: ctf_FastMade

Offline Maekl

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Re: CTF_Hurry ver.1.1 released!
« Reply #6 on: February 11, 2013, 03:18:18 am »
Glad to hear that. :)

Could you specify that from where to where specificly did you find the change not to be smooth?   :)

We did some running around in the #soldat.mapping gather, and we found that with some practice and high skillset you can do very quick backflip and other transitions between the routes. Specificly one was that when you run in the lower tunnels (mainly from the red side) you can do a very fast backflip jump to the small entrance on the ceiling of the lower route and enter the middle one. My backflipping skills are no more as good as they used to be because of my long break, but these guys did some amazingly fast moves. To this updated version I made doing that trick a little easier.

Yeah the middle route is REALLY fast. I'm expecting many chainsaw rushers there hehe.  ;D

BTW, I need opinions for this thing: Try the lower route with a barret and see how long shots you can make there, you can shoot pretty much all the way across the whole lenght of the lower part of the map. Is that an issue?
« Last Edit: February 11, 2013, 05:45:04 am by Maekl »

Offline Mittsu

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Re: CTF_Hurry ver.1.1 released!
« Reply #7 on: February 11, 2013, 04:17:20 am »
Is that an issue?

if thats possible then yeah, i'd consider it an issue. Imagine 8vs8 and sprays like that.
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<+AThousandD> shit happens

Offline Maekl

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Re: CTF_Hurry final version released!
« Reply #8 on: February 11, 2013, 11:52:34 am »
The sector where the bullet can pass is quite narrow though. When shooting from the right side, the spot from where the shot is doable is pretty exact and is located near the sandbag in the entrance of route that goes under the flag. Its easier to spray from the left side though.. Try it and let me know of your findings!

 I could just make a small only bullets collide "rope" hang from the little island in the low route to fix it. But because of the spot where you would be doing the shots is quite open and right where nade spam will land, i'm not sure if it's a real problem or not. I mean its not an issue in ctf_laos low tunnels where you can do similar shots.

edit. Final version released, did just some last little tweaks.