Author Topic: CTF Rust - my return to the mapping scene  (Read 3527 times)

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Offline Mistercharles

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CTF Rust - my return to the mapping scene
« on: June 12, 2006, 04:22:55 pm »
     After a long break from mapping, I decided to come back with this little ctf. Although I didn't intend it, the gameplay is similiar to Equinox. 1922 polgyons in roughly 90 minutes, with scenery, spawnpoints, and testing adding on 40 minutes to that. Although it looks mirrored in the overview, I displaced the terrain a bit here and there on one side to keep it from being exactly mirrored.



   



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(requires SK's light pack volume 1.1 (not included)
shoutout to m'boyz eagles_arrows, echo_trail, wraithlike, sadistatheart, chakapoko maker, jrgp, aznblood, chakra, keron cyst, et al, miss you, let's '#gather some day

Offline Wraithlike

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Re: CTF Rust - my return to the mapping scene
« Reply #1 on: June 12, 2006, 04:29:59 pm »
I should speak for myself ;), but the dark and light shades seem extreme, it makes the map look flat. Edit: The shading does look good in-game. Otherwise, it looks nice. Looks like it would be fun to play, and the scenery is really good.

Edit: You were gone? :P
« Last Edit: June 13, 2006, 12:08:06 pm by Wraithlike »

Offline Gold

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Re: CTF Rust - my return to the mapping scene
« Reply #2 on: June 12, 2006, 11:52:00 pm »
i dont really like mirrored maps but you would only notice that when your looking at the whole map. Good job though ;)

Offline GluLm

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Re: CTF Rust - my return to the mapping scene
« Reply #3 on: June 13, 2006, 07:32:10 am »
I kind of disagree wit Wraithlike there. The shading is pretty good! Plus it's different on each side. Good job on keeping a full brow theme.
The only minus would be the blue water in my opinion, which ought to be dark brown / greyish / dark green... Other than that it's an excellent ctf map!
Also it should not be too hard to waypoint (not that we need any hehe).
Bring back Soldat 1.3.1! New bullet trails DIE!

Offline Mistercharles

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Re: CTF Rust - my return to the mapping scene
« Reply #4 on: June 13, 2006, 09:28:46 am »
Edit: You were gone? :P
Eh, I just stopped releasing serious maps (ex. vortex didn't count).

i dont really like mirrored maps but you would only notice that when your looking at the whole map. Good job though ;)
Like I said before, there are subtle differences between both sides.

I'm working on a version 1.1 right now which will improve shading, and make it less mirrored.

Thanks GluLm. About the water, I tried tinting some green around the water, but it clashed horribly with the rest of the map :\
shoutout to m'boyz eagles_arrows, echo_trail, wraithlike, sadistatheart, chakapoko maker, jrgp, aznblood, chakra, keron cyst, et al, miss you, let's '#gather some day

Offline Dairy

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Re: CTF Rust - my return to the mapping scene
« Reply #5 on: June 14, 2006, 03:31:36 pm »
I like the shadin, but looks too ....default to me. :) but otherwise it's cool map. I like the color.

Offline a-4-year-old

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Re: CTF Rust - my return to the mapping scene
« Reply #6 on: June 14, 2006, 06:16:36 pm »
i like mirrored maps, they cant whine about how it is unfair.
If we hit the bullseye the rest of the dominoes will fall like a house of cards. Checkmate. -Zapp Brannigan

Offline viggoloniggolo

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Re: CTF Rust - my return to the mapping scene
« Reply #7 on: June 15, 2006, 04:54:38 am »
the shading is nice and the poly placement is nice but that is all to it.

the lack of scenery and no texture twisting or multitexturing, no special features.

would get a 5/10 since it covers only half of a great map needs.

fix it?

Offline Eagles_Arrows

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Re: CTF Rust - my return to the mapping scene
« Reply #8 on: June 15, 2006, 08:32:05 am »
I can see from the overview that it's not exactly mirrored (whoopee!!).

It's great, just like your other maps, but I must agree with Glu, shouldn't the water be a bit more brownish?

"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals

Offline Mistercharles

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Re: CTF Rust - my return to the mapping scene
« Reply #9 on: June 15, 2006, 09:56:21 am »
the lack of scenery and no texture twisting or multitexturing, no special features.

would get a 5/10 since it covers only half of a great map needs.

fix it?
I tried to make the map look desolate, but I guess that just made it look like I was lazy :P

I'm new to multi-texturing, and I still can't get it to look right, so I'm just sticking with standard texturing techniques. While playing, you will notice I did a lot of texture stretching, but it's not as extreme as some maps, so it's kindahard to notice. But there is stretching.

Verson 1.2 will sport correctly colored water, some trees and starf (oh the joy), fixed bridge collision, and a gameplay fix (currectly, the players can just fly across the chasm if they take the top route).
shoutout to m'boyz eagles_arrows, echo_trail, wraithlike, sadistatheart, chakapoko maker, jrgp, aznblood, chakra, keron cyst, et al, miss you, let's '#gather some day

Offline viggoloniggolo

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Re: CTF Rust - my return to the mapping scene
« Reply #10 on: June 15, 2006, 12:02:23 pm »
want me to ballist the scenery up a little or you will do it yourself?

Offline Fraggy

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Re: CTF Rust - my return to the mapping scene
« Reply #11 on: June 15, 2006, 01:36:37 pm »
omg i like it, dont be so mean to him!


Offline Wraithlike

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Re: CTF Rust - my return to the mapping scene
« Reply #12 on: June 15, 2006, 01:47:58 pm »
Rabid, I think the stretching is fine it's supposed to be subtle to make the map less repetitive.

 If you wanted Vig to like your stretching, it would have to look like this (not ment to insult vig, I'm just an asshole.)
« Last Edit: June 15, 2006, 02:04:56 pm by Wraithlike »

Offline Eagles_Arrows

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Re: CTF Rust - my return to the mapping scene
« Reply #13 on: June 15, 2006, 01:51:36 pm »
If you wanted Vig to like your stretching, it would have to look like this

Ouch.  That's a bit too extreme.

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Offline BondJamesBond

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Re: CTF Rust - my return to the mapping scene
« Reply #14 on: June 15, 2006, 03:02:27 pm »
aghh.. it looks a little... bleh?
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Offline viggoloniggolo

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Re: CTF Rust - my return to the mapping scene
« Reply #15 on: June 15, 2006, 05:15:52 pm »
that was my old pippo map made by mapmaker.
I think i know how to fix it omg...

updating popo (8-D)

Offline Kevin

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Re: CTF Rust - my return to the mapping scene
« Reply #16 on: August 31, 2007, 11:53:46 am »
How do you stretch textures?

Offline Will

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Re: CTF Rust - my return to the mapping scene
« Reply #17 on: August 31, 2007, 12:01:33 pm »
texture stretch tool?


The map is really nice! I like the gameplay, but I don't think it's too similiar to equinox because of the many routes. Would you allow me to pack this map with mine and slayers upcoming mod? I can send you the mod so you can try it. Pretty intense and it would work quite well with the map...

Offline LtKillroy

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Re: CTF Rust - my return to the mapping scene
« Reply #18 on: August 31, 2007, 01:17:01 pm »
I like it becuase I'm a fan of mirrored for one reason or the other, and this looks good. Kind of generic, though. I dislike the top part though, too many sniper campers just destroying anyone trying to go that way.
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Offline Demonic

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Re: CTF Rust - my return to the mapping scene
« Reply #19 on: August 31, 2007, 01:49:25 pm »
Ooooookay, Kevin, please check the date next time before posting ( or just don't post in several month old topics ).

Lock'd.