Author Topic: ctf_MayanMagma - v1.1  (Read 3254 times)

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Offline Avarax

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ctf_MayanMagma - v1.1
« on: December 13, 2006, 05:11:33 pm »
Nothing against Polyworks, its a great tool, tho I dont like its handling and I do have some problems with realizing good looking alpha transparency stuff. But thats not the main point. I think, maps in oldskool style fit Soldat way better. And none of all these next-gen maps has yet managed to make use of all the advanced gfx techniques while preserving the classic Soldat style. (Now that'd be some challenge for Avarax ;) )

NO ONE QUESTIONS AVAGODS MAPPING SKILLZ!!1!1

I made this map with three targets:
a) Making some sort of Maya4 to accent the connection of the map to g_d's post
b) Make a gameplaywise great map
c) Make a defaultlike map and STILL make it better than average looking

I am satisfied with the result and already beta-tested it... I'd be happy about improvement suggestions. I also had this alternative texture in my mind before release: zeeky boogy doog


~Map data~
520 Polys
218 Scenerys
224 Jetticks
Scale: 3712 x 1529
no Waypoints
4 custom scenerys



~Overview~
~v1.1 Fixscreen~



~Ingame 1~
~Ingame 2~
~Ingame 3~
~Ingame 4~
~Ingame 5~

~Download~
« Last Edit: December 15, 2006, 09:14:40 am by Avarax »
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline jrgp

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Re: ctf_MayanMagma - a tribute to grand_diablo's maya series
« Reply #1 on: December 13, 2006, 05:18:50 pm »
I am glad you chose the texture you used.

I prefer g_d's mayas, but this does look good.

GJ :)
There are other worlds than these

Offline zaraza

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Re: ctf_MayanMagma - a tribute to grand_diablo's maya series
« Reply #2 on: December 13, 2006, 05:43:28 pm »
Download link doesn't work :(

Downloaded, im going to playtest it right now.

Offline Avarax

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Re: ctf_MayanMagma - a tribute to grand_diablo's maya series
« Reply #3 on: December 13, 2006, 05:44:28 pm »
liar
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline VirtualTT

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Re: ctf_MayanMagma - a tribute to grand_diablo's maya series
« Reply #4 on: December 13, 2006, 07:30:47 pm »
I suggest another name for this map - ctf_lanuviet  :D
simple minimalistic style reminds me complex_pro
I just don't think those *bridges* are really necessary. And lower route could be a bit lower...
« Last Edit: December 13, 2006, 07:35:58 pm by VirtualTT »

Offline 1010011010

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Re: ctf_MayanMagma - a tribute to grand_diablo's maya series
« Reply #5 on: December 13, 2006, 07:33:52 pm »
I said it on DS and I'll say it again. It's way too fancy. The problem with your maps are that they slow down some people's computers. You shouldn't need a good computer to play Soldat.

Offline ultraman

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Re: ctf_MayanMagma - a tribute to grand_diablo's maya series
« Reply #6 on: December 13, 2006, 10:22:35 pm »
:)
Nice layout
Good texturing
Nice colours
:(
If it's a default style map, where are the overlapping polys?
The top route is very sprayable
The scenery isn't defaulty enough

I really like it, but it's not default enough for a default style map :-\ Doesn't change the fact that it's good map, just not defaulty enough.
I'm sick of typing the word default -_-

Offline Avarax

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Re: ctf_MayanMagma - a tribute to grand_diablo's maya series
« Reply #7 on: December 14, 2006, 02:37:14 am »
I said it on DS and I'll say it again. It's way too fancy. The problem with your maps are that they slow down some people's computers. You shouldn't need a good computer to play Soldat.

not at all with this one.
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline Keron Cyst

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Re: ctf_MayanMagma - a tribute to grand_diablo's maya series
« Reply #8 on: December 14, 2006, 10:01:49 am »
The only thing fancy I find about this map is the magma's smoke.

This has nice vertex colors and scenery, but I don't really like the layout; it just doesn't click with me. I feel like the tunnel in the center wouldn't be used very much, and the exterior climbs are like ctf_Viet super-exaggerated.
If the tunnel was somehow removed, and there was an additional path on each side into the center but much higher up than the current, I think that might be better

Offline Demonic

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Re: ctf_MayanMagma - a tribute to grand_diablo's maya series
« Reply #9 on: December 14, 2006, 10:13:05 am »
I think the magma pit disrupts it, and that texture looks a tad awkward with huge surfaces ( like the mountain ), but otherwise, good job as usual ;o

Offline Boxo

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Re: ctf_MayanMagma - a tribute to grand_diablo's maya series
« Reply #10 on: December 14, 2006, 11:40:45 am »
Upper route is sprayable worse than Viet, one narrow route with a big height advantage. The mountainside in the tunnel is too complicated, especially in the magma spot where people will be hopping up and down and changing routes, and the deadly polygons don't help at all. There's a lot of polybugs on both the roof and the ground everywhere. The bridges behind the flags seem unnecessary. The map doesn't really have the default feel.

I think the magma pit disrupts it
Yes that's the biggest problem with this map.

But overall I like it anyway, I think the simple design will work great with some tweaks.


Offline Avarax

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Re: ctf_MayanMagma - a tribute to grand_diablo's maya series
« Reply #11 on: December 14, 2006, 11:48:50 am »
i can tell you that the inner mountain route isnt too complicated or unused. you should play it online, it's used much more than lower laos or comparable.

could you please hand me over a screen with polybugs to fix em? :(

i guess i'll add some ropes hanging from the roof with boxes at their and with a collider to prevent a tad of spray and lower the roof here and there...
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline Rahaiz

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Re: ctf_MayanMagma - a tribute to grand_diablo's maya series
« Reply #12 on: December 14, 2006, 12:42:35 pm »
In my opinion it's perfect in all ways, the lava pit just makes it funnier. There's no useless route or anything that would make it shitty.
That's all I can hope from a map and I just want it to become default!
Rahaiz // Raezzt
French Community Administrator and Team France Leader.

Offline Avarax

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Re: ctf_MayanMagma - v1.1
« Reply #13 on: December 14, 2006, 01:30:33 pm »
« Last Edit: December 15, 2006, 09:21:06 am by Avarax »
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline VirtualTT

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Re: ctf_MayanMagma - v1.1
« Reply #14 on: December 14, 2006, 01:49:23 pm »
some layuot ideas:
1 remove bridges
2 put some kind of onlybulletscollide roof above flags with colliders on each side
3 put small anti-spray bariers on the slope
4 lower route modification

Offline Avarax

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Re: ctf_MayanMagma - v1.1
« Reply #15 on: December 14, 2006, 02:42:58 pm »
hm, dont like any of those suggestions :(
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline Mistercharles

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Re: ctf_MayanMagma - v1.1
« Reply #16 on: December 14, 2006, 02:55:45 pm »
Those small changes you made makes the map far better. Kudos to you sir.
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 Avarax

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Re: ctf_MayanMagma - v1.1
« Reply #17 on: December 17, 2006, 06:40:43 am »


This map was nominated for the "Map of the Week"-Award #5 (11.12.06-17.12.06) by committee member The_Skull
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline Death MachineX350

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Re: ctf_MayanMagma - v1.1
« Reply #18 on: December 17, 2006, 09:18:03 am »
I will enjoy playing this with some bots :) .

Offline Avarax

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Re: ctf_MayanMagma - v1.1
« Reply #19 on: December 17, 2006, 09:34:27 am »
yeah, have fun with a bowaypointcount of 0
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host