Author Topic: ctf_Wretch [update]  (Read 2353 times)

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Offline AdamD

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ctf_Wretch [update]
« on: September 12, 2013, 10:18:28 am »


i've created a new topic as because of the new poly types, the map functions fine now.

you can view the old topic here.

the map is available on #soldat.mapping's server, but it is under the name ctf_Wretch1

before, the poly types were charlie flag only, to hold the flag on the platforms, but they have since been updated to the new 'flag only' polytype, which is how i originally wanted the map to work.

please let me know what you think!
vam; dicko
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Offline mtk

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Re: ctf_Wretch [update]
« Reply #1 on: September 14, 2013, 07:12:02 am »
Map with a great potential, but imo it should be little bigger (to make caps harder or atleast not as often) and look should be improved. It's non-unique, poor look, maybe you should experiment with lights and shadows?

Offline Izzy Rose (PL)

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Re: ctf_Wretch [update]
« Reply #2 on: September 14, 2013, 02:37:03 pm »
Map with a great potential, but imo it should be little bigger (to make caps harder or atleast not as often) and look should be improved. It's non-unique, poor look, maybe you should experiment with lights and shadows?

To be honest, personally I'm fed up with all these "super HD" polyworks map. I think the real climate of Soldat maps is this like on inf_Rise, inf_Moonshine, Flashback, Bigfalls, Ratcave, Bunker. Simple, sometimes "makeshift". And this one looks like that.
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Offline AdamD

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Re: ctf_Wretch [update]
« Reply #3 on: September 18, 2013, 12:47:29 am »
Map with a great potential, but imo it should be little bigger (to make caps harder or atleast not as often) and look should be improved. It's non-unique, poor look, maybe you should experiment with lights and shadows?

the size is fine for most regular players, making it bigger would make it more difficult to chase down caps.
vam; dicko
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Offline As de Espada

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Re: ctf_Wretch [update]
« Reply #4 on: September 18, 2013, 08:55:00 pm »
With the new polytype the main problem of this map is gone.
This will be considered as a candidate for default.
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Offline Bistoufly

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Re: ctf_Wretch [update]
« Reply #5 on: September 18, 2013, 09:07:04 pm »
Hello AdamD,

I tested the map several times in 3vs3 CTF configuration, at every occasion it offered great fluid game-play.
Routes, layout, colliders, spawn, ... Everything seems to be in place and well thought out.

The new poly-type was all that was missing to make this map a definitive keeper.

This is indeed a candidate for default.

Offline Bistoufly

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Re: ctf_Wretch [update]
« Reply #6 on: September 26, 2013, 06:52:26 pm »
Hello AdamD,

We are considering your map for inclusion in the default map pack.

I tried my hand at fixing some polybugs. You'll find the updated map attached to this post.


Here is an image showing the locations of the fixes:



Mantis ticket: http://bugs.soldat.pl/view.php?id=444
 
« Last Edit: September 26, 2013, 06:54:41 pm by Bistoufly »

Offline As de Espada

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Re: ctf_Wretch [update]
« Reply #7 on: September 28, 2013, 01:42:38 pm »
We will need someone to waypoint this, I just wish that Keron Cyst was still around :(
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Offline Blacksheepboy

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Re: ctf_Wretch [update]
« Reply #8 on: September 29, 2013, 10:39:10 am »
I haven't played Soldat in ages, so I forget some typical movement patterns, but I could waypoint. It would help if someone drew some colored lines for where they want bots to go, if it's anything special.

It looks simple enough..

Edit: Oh hah, I'm using an old version of Polyworks, no wonder why it's crashing when I select that polygon.

No, still crashing. Are flag-only polygons something you have to edit into your map using something like the one-way flipper? I did the waypoints by the way, but the polygon compiles as solid.
« Last Edit: September 29, 2013, 11:19:09 am by Blacksheepboy »

Offline Bistoufly

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Waypoints for ctf_Wretch
« Reply #9 on: September 29, 2013, 11:19:38 am »
A big thanks to Fryer who created awesome waypoints for this map. <3


We just tested it with 8 bots. It works pretty well.
You'll find the updated map version attached to this post: ctf_WretchF2
« Last Edit: September 29, 2013, 11:21:24 am by Bistoufly »

Offline AdamD

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Re: ctf_Wretch [update]
« Reply #10 on: September 29, 2013, 02:00:07 pm »
sweet! thanks for the hard work guys!
vam; dicko
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