Author Topic: ctf_Hopping  (Read 2825 times)

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Offline Fishyyy

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Re: ctf_Hopping
« Reply #1 on: November 28, 2006, 01:00:25 am »
lol interesting, and if u fall to the bottom u die?
One Fish, Two Fish...

Offline jrgp

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Re: ctf_Hopping
« Reply #2 on: November 28, 2006, 01:04:37 am »
Looks interesting.
It's unique, which is a trait I really enjoy.
I like the colors and texture.
I can't say much about its gameplay, as there is obviously only one route.
I like it enough, to download it, which I am doing right now.

Good Job
There are other worlds than these

Offline Wraithlike

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Re: ctf_Hopping
« Reply #3 on: November 28, 2006, 01:05:46 am »
It's a cool idea. Good timing too, as I'm deliberating what map to choose for MotW. *wink*

Offline jrgp

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Re: ctf_Hopping
« Reply #4 on: November 28, 2006, 01:09:08 am »
EDIT: Now having played the map, I realize there are more routes, which significantly add to its gameplay, the visuals are awesome.

I love it!
There are other worlds than these

Offline Demonic

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Re: ctf_Hopping
« Reply #5 on: November 28, 2006, 01:41:00 am »
The colour usage and darkness of the walls nullifies any aesthetic value of the texture. You absolutely overused that jungletree, and the water looks like sewage. The tunnel backgrounds are also very dark, you could've gone with a better solution ( lighter bg colour and black fx_light's at the top of them for a cave effect ).

The layout is daring, I'm guessing it would provide unique gameplay ( though I fear the constant dropping of the flag down to the sea might be annoying ), with players trying to push each other off ledges with constant spray and random spas-shots. I imagine M79 jumping could turn out as an issue.

In short: Nice idea, but not the best execution; this way it doesn't stand out of the poly-wonders people make nowadays.

Offline ultraman

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Re: ctf_Hopping
« Reply #6 on: November 28, 2006, 02:14:03 am »
I like the idea, nice layout, but as Demonic said, the water is a bit strange. Could be good fun but you would have remove certain weapons to make it more playable.

Offline Officer_Bulbock

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Re: ctf_Hopping
« Reply #7 on: November 28, 2006, 02:21:20 am »
Quote
The colour usage and darkness of the walls nullifies any aesthetic value of the texture.

I don't give a damn about bubblywater.

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You absolutely overused that jungletree, and the water looks like sewage.

Guilty as charged on the first account.
The water does look fugly, but that's as good a looking water as you're going to get out of me, and the focus isn't on the water as much as it is on some other maps anyway- it's basically where bad jet-booters go to die.

Quote
The tunnel backgrounds are also very dark, you could've gone with a better solution ( lighter bg colour and black fx_light's at the top of them for a cave effect ).

Good idea. The background is a bit dark, but it comes down to taste.

Quote
The layout is daring, I'm guessing it would provide unique gameplay ( though I fear the constant dropping of the flag down to the sea might be annoying ), with players trying to push each other off ledges with constant spray and random spas-shots. I imagine M79 jumping could turn out as an issue.

Why the hell does everybody use the word "daring" when describing my layouts?
M79 jumping could be a problem, but only as much as on other open maps. Unless M79-users like slamming into cliff-faces.

Quote
In short: Nice idea, but not the best execution; this way it doesn't stand out of the poly-wonders people make nowadays.

I'm not trying to make poly-wonders, I'm trying to make maps.


Anyway, thanks for all the replies people, and especially thanks to Demonic- I appreciate a bit of criticism, but I don't think any of the problems are worth releasing a new version for.  [retard]

Offline Demonic

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Re: ctf_Hopping
« Reply #8 on: November 28, 2006, 02:34:35 am »
I'm not a fan of totally re-making maps either, 's just a few pointers that could help you later on :)

Offline Officer_Bulbock

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Re: ctf_Hopping
« Reply #9 on: November 28, 2006, 02:41:04 am »
I'm not a fan of totally re-making maps either, 's just a few pointers that could help you later on :)

Alright, thanks a lot.

It's a cool idea. Good timing too, as I'm deliberating what map to choose for MotW. *wink*

[retard]

Offline viggoloniggolo

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Re: ctf_Hopping
« Reply #10 on: November 28, 2006, 02:45:38 pm »
the bridge is abit unrealistic since its so tightly connected between the poly's

Offline Death MachineX350

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Re: ctf_Hopping
« Reply #11 on: November 28, 2006, 05:27:00 pm »
Nice concept. The water is weird looking but, I think it will play alright.

Offline Plonkoon

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Re: ctf_Hopping
« Reply #12 on: November 28, 2006, 07:06:30 pm »
Maps where you can fall aren't really my cup of tea, but this is fairly well done.

Offline Keron Cyst

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Re: ctf_Hopping
« Reply #13 on: December 08, 2006, 01:06:44 am »
Waypointed upon PM request by jrgp.

I tweaked a lot of this level in my waypointing (which is horrible here, lol); I repositioned/deleted some scenery and added some, and tweaked some of the polygons a bit (type and vertex-color). If you don't like it, just prefab. the waypoints over (which are probably the worst I've done in quite a long time :P)

http://h1.ripway.com/Keron%20Cyst/ctf_Hopping.PMS