Author Topic: CTF: Crystal Cave  (Read 1354 times)

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Offline Tea

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CTF: Crystal Cave
« on: October 15, 2013, 07:17:03 pm »
Crystal Cave
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Crystal Cave 1.2
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Non-waypointed maps.
« Last Edit: October 17, 2013, 10:19:01 pm by Tea »
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Offline nosejj

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Re: CTF: Crystal Cave
« Reply #1 on: October 15, 2013, 07:22:05 pm »
Something isn't right, mate.
I tried downloading it and playing, but as soon as everyone re-spawns it's just a downfall. You basically don't touch any ground.


Offline Tea

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Re: CTF: Crystal Cave
« Reply #2 on: October 15, 2013, 07:25:29 pm »
Something isn't right, mate.
I tried downloading it and playing, but as soon as everyone re-spawns it's just a downfall. You basically don't touch any ground.

Whoops. Sorry about that.
Should be fine now.
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Offline homerofgods

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Re: CTF: Crystal Cave
« Reply #3 on: October 15, 2013, 08:06:38 pm »
When I loked at it I thought maybe it was too big, but when I played it I realised I had little jet and had to climb up the sides. I've never seen a map done like this before so it was a pleasent surprise. :) And pretty neat Crystal

Offline As de Espada

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Re: CTF: Crystal Cave
« Reply #4 on: October 15, 2013, 11:23:26 pm »
Welcome to the forums! It's really good to see new mappers :)
Your maps is unique and I like it. The lack of jets is a really nice twist and I want to test this map soon.
The scenery and shading are well done and the 3d of the crystals is a bit weird when they touch the ceil.
I foresee a bit of spawnkilling, but I cannot think of any fix for this right now.
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Offline Lapis Lazuli

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Re: CTF: Crystal Cave
« Reply #5 on: October 16, 2013, 01:27:08 pm »
What if one were to add a few backdrops of pillars or cave formations and add a sort of second layer under the bridges?

You could even place player-hurt polys on top of them to urge players to avoid camping on them and spawnkilling, and the rocks would still provide cover from attacks and fit the theme.

Here is my very poor (and penis-like) artist's rendition of the idea.

Edit: White are solid polys, gray could be the tunnel area, and red would be the playerhurt stuff.
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Offline mtk

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Re: CTF: Crystal Cave
« Reply #6 on: October 17, 2013, 03:02:34 am »
This map looks amazing and original, I'm gonna test it on saturday

Offline Tea

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Re: CTF: Crystal Cave
« Reply #7 on: October 17, 2013, 10:08:49 pm »
What if one were to add a few backdrops of pillars or cave formations and add a sort of second layer under the bridges?

You could even place player-hurt polys on top of them to urge players to avoid camping on them and spawnkilling, and the rocks would still provide cover from attacks and fit the theme.

Here is my very poor (and penis-like) artist's rendition of the idea.

Edit: White are solid polys, gray could be the tunnel area, and red would be the playerhurt stuff.

I liked your idea so I went ahead and made an alternate version with slightly less fuel and two spawn protection crystal things.
I got a little lazy near the end so they're not the prettiest of crystals but they'll protect you all the same. ;)
Enjoy.
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Offline Lapis Lazuli

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Re: CTF: Crystal Cave
« Reply #8 on: October 19, 2013, 04:21:05 am »
Hey, I'm glad I could provide some helpful advice.

Your changes also brightened up that bottom level, which is more pleasing to the eye (at least in my opinion).
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Offline As de Espada

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Re: CTF: Crystal Cave
« Reply #9 on: November 01, 2013, 04:38:16 pm »
I added this map (v 1.0) to my server:
54.225.125.47:23073
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