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Wow! Great design
• Overall I think the map should be a tad smaller to make it more fitting to the competative gaming style.
• Trying to roll backwards to hop above the stone (near the flag) gets u stuck in the upper area of the stone.
• I would definietely consider opening the low route and add some interesting polys there to not make it as straight forward. Maybe narrowing it down could be good.
• Same with the center area, make it open to fall to low route (the map has to be smaller in order to fit 3v3 imo).
• If the map would get smaller, then I'd suggest lowering the jetpack's amount a little, it's pretty high even atm.
Viral, you're the best mapper we ever had by far in the terms of visuals.As a member of the map team, I am interested at seeing remakes from you. Soldat default maps need a good visual overhaul for sure.
Quote from: Bistoufly on May 03, 2014, 06:01:43 pmViral, you're the best mapper we ever had by far in the terms of visuals.As a member of the map team, I am interested at seeing remakes from you. Soldat default maps need a good visual overhaul for sure.Sorry Bistoufly, but I don't think anyone can beat Akinaro in terms of visuals! (and he is working on like 10 maps at the same time. I'm scared of the look he might create if he would focus on one project) Viral is still a great mapper though!!
I have different style and viral have different, he always stick to "rugged" style of visible polygons, so he use almost classic polygons map, looooots of old players like that, even i like some maps like that.I work in different way, im playing with maps i like more realistic look, with deep shadows, good contrast and more than half of main sceneries are made in gimp and then edited with pw.And for example my last ctf_bridge is almost totally made in gimp: i draw all map using thie program and then put mountain as a texture and rest as a sceneries. I love this style ist way simpler than playing with classic multitextures. And yes dunno why i work in 3-4 maps per week xD i have almost 70 maps in my folder that are almost finnished
Some notes:As upper path is huge, I would play this map I would play a equinox/viet kind of tactic, one reliable defender and two boosting m79/auto attackers going top, I probably wouldn't go low at all except maybe when I grabbed the flag and even then I would prefer to boost up top as how flat the lower path is(spawner picks barret and shoots efc).To make lower path somewhat useful perhaps set the pillars to middle for hiding as well as maybe make them obc.