Author Topic: ctf_Recurve (Updated)  (Read 3721 times)

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Offline Officer_Bulbock

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ctf_Recurve (Updated)
« on: August 26, 2006, 07:19:42 pm »
*Update*

Okay, I've changed the spawn tunnels to make abusing them harder, and made the chokepoint less... Chokey?


Flags and spawnpoints marked.

Pics:




Download:
http://h1.ripway.com/OfficerBulbock/ctf_Recurvev2.zip

Have fun!


Old pics:
http://img201.imageshack.us/img201/6999/recurve1hb0.jpg
http://img201.imageshack.us/img201/5263/recurve2qi6.jpg
http://img220.imageshack.us/img220/7048/recurve3qm1.jpg
« Last Edit: August 28, 2006, 12:24:44 am by Officer_Bulbock »

Offline Eagles_Arrows

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Re: ctf_Recurve
« Reply #1 on: August 26, 2006, 07:25:26 pm »
Layout does not promise any decent gameplay. :'(

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Offline Officer_Bulbock

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Re: ctf_Recurve
« Reply #2 on: August 26, 2006, 07:30:10 pm »
Layout does not promise any decent gameplay. :'(

Uh, why not?
The path to the flags is bit long, perhaps, but still, it's surely playable?

Offline Mr. America

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Re: ctf_Recurve
« Reply #3 on: August 26, 2006, 07:49:18 pm »
I like it. It's that old mappingstyle... ^^

the layout is... how should I say... specially!
would be good for about 8-10 persons...

Offline Eagles_Arrows

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Re: ctf_Recurve
« Reply #4 on: August 26, 2006, 08:09:56 pm »
I sense some easy spawncampage and the m79's gonna dominate this map, is all.

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Offline iDante

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Re: ctf_Recurve
« Reply #5 on: August 26, 2006, 11:17:40 pm »
The major choke point in the middle kinda messes it u0p.

Offline Demonic

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Re: ctf_Recurve
« Reply #6 on: August 27, 2006, 03:42:14 am »
Wow, daring layout. The aesthetics match the map perfectly.

My concerns are the mentioned chokepoint ( maybe you could add an alternative corridor somewhere ), and the fact that spawnpoints can easily get nadespammed.

Offline Officer_Bulbock

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Re: ctf_Recurve
« Reply #7 on: August 27, 2006, 04:52:19 am »
Wow, daring layout. The aesthetics match the map perfectly.

My concerns are the mentioned chokepoint ( maybe you could add an alternative corridor somewhere ), and the fact that spawnpoints can easily get nadespammed.

Would making the spawn tunnels curve upwards rather than downwards fix the problem?

And I've been thinking about making the roof of the chokepoint higher and adding a platform to make it easier to get through, does this sound like a good idea?

Offline KamikazeDuck

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Re: ctf_Recurve
« Reply #8 on: August 27, 2006, 05:02:17 am »
I think you should make the tunnel like this. (see attached)

That way you're not wrecking the nice, artistic look but you're also keeping people from spamming straight down the centre of the map because there is a slight curve blocking bullets. I also think you should fill in that gap (as shown in the attached picture).

Strange map, I like it, chainsaws would be fun.
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Offline Demonic

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Re: ctf_Recurve
« Reply #9 on: August 27, 2006, 05:05:21 am »
Something like what KamikazeDuck's image shows would be great, if it has a steeper curve more below.

As for the spawnpoints, either have two spawnpoint exits ( think of a shortcut ), or place multiple barriers there for protection. ( Colliders! )

Offline SoNNy

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Re: ctf_Recurve
« Reply #10 on: August 27, 2006, 05:06:25 am »
I think you should make the tunnel like this. (see attached)

That way you're not wrecking the nice, artistic look but you're also keeping people from spamming straight down the centre of the map because there is a slight curve blocking bullets. I also think you should fill in that gap (as shown in the attached picture).

Strange map, I like it, chainsaws would be fun.

yes, its will be better imho

btw: nice idea, pretty good map ;)

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Offline Keron Cyst

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Re: ctf_Recurve
« Reply #11 on: August 27, 2006, 10:51:59 am »
I don't like KamikazeDuck's graphic; that would be a Barretland. You should make an equally descending (from the left side) tunnel at the bottom, I think.

Kinda minimal shading, if you ask me...

Offline Officer_Bulbock

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Re: ctf_Recurve (Updated)
« Reply #12 on: August 28, 2006, 12:27:11 am »
Okay, I've updated the map according to your requests.
How do you like it?

Offline glorgan2

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Re: ctf_Recurve (Updated)
« Reply #13 on: August 28, 2006, 01:26:23 am »
Wow. You practically re-did the entire design. It looks great though.

Now, it might just be the screen shot. It might just be scenery. However, I think I spotted something in your updated map that looks like a polygon jutting out into the passageway. i.e. I think that you have a polygon that goes where it could cause problems, and it really shows up once you see it. It is the thing I circled in red in the below image.


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Last 5 2 maps posted: CTF_DesertDanger, CTF_MountainBase

Offline Officer_Bulbock

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Re: ctf_Recurve (Updated)
« Reply #14 on: August 28, 2006, 02:22:56 am »
Wow. You practically re-did the entire design. It looks great though.

Now, it might just be the screen shot. It might just be scenery. However, I think I spotted something in your updated map that looks like a polygon jutting out into the passageway. i.e. I think that you have a polygon that goes where it could cause problems, and it really shows up once you see it. It is the thing I circled in red in the below image.


It's a bush scenery. Don't worry, I'm more careful with my polygons than that!

Offline Demonic

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Re: ctf_Recurve (Updated)
« Reply #15 on: August 28, 2006, 03:53:55 am »
Mh, nice update. I'll try and get a playtest on it :)

Offline glorgan2

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Re: ctf_Recurve (Updated)
« Reply #16 on: August 28, 2006, 05:20:31 am »
Wow. You practically re-did the entire design. It looks great though.

Now, it might..... in red in the below image.


It's a bush scenery. Don't worry, I'm more careful with my polygons than that!

Okay, I had doubted you messed up with the polygons, but it's better to make sure, than to just go off and not mention it... or something like that *is really bad with quotes*
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Offline AThousandDeaths

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Re: ctf_Recurve (Updated)
« Reply #17 on: August 31, 2006, 12:03:12 pm »
A very mice nap, quite an original layout. Somehow makes me think of ctf_Nimble, which was one of my favourite maps back in its day. I'll let you know more when I playtest it with other players. So far, the solo test was promising.
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Offline -WildBill-

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Re: ctf_Recurve (Updated)
« Reply #18 on: September 02, 2006, 11:09:03 pm »
lol, three words: m79 owange time

nice map, but yeah, a second tunnel through the middle would make it much better
lol siggeh deleted for the 7th time! that's like a new record or something, ain't it?

Offline Officer_Bulbock

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Re: ctf_Recurve (Updated)
« Reply #19 on: September 02, 2006, 11:30:58 pm »
nice map, but yeah, a second tunnel through the middle would make it much better

And also destroy the entire point of the map.

But thanks for all the good comments everybody! I'll try to get out another map sometimes soon but I'm working on a HL2 map at the moment as well, so it could take a while!  ::)