(CTF) OpposingCastles8

Community reviews of maps (both official and user-made).

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This Map Is:

Good - Don't change anything!
0
No votes
Medium
4
19%
Bad
10
48%
Automatically Bad due to Author of map
7
33%
 
Total votes : 21

(CTF) OpposingCastles8

Postby take_this_cup_of_poison » Sat May 10, 2008 7:11 pm

OpposingCastles8
The main gametype supported on this map is CTF. It can be played in KH if one really wishes to.

Image

It is a 2 fortresses type map similar to desertcastles6 but with a diffrent type of castle and a diffrent setting. The bases are closer together in this map.
Last edited by take_this_cup_of_poison on Fri Oct 10, 2008 8:35 pm, edited 1 time in total.
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Postby [-z-] » Sat May 10, 2008 7:31 pm

Your larger maps usually play like a multiple player campaign map where you fight against (an)other person(s) trying to do campaign. I feel that because of your one way, one route maps with only slight deviations, you are losing peoples interest too fast. The size and complexity of your maps essentially slow down game play as the average Nexuiz player knows it often causing them grief when they aren't able to score the flag in under 2 minutes.

I think this map is nice in the respect that you pay strict attention to detail and present interesting challenges. I don't like the clipping at the castle towers where it looks like you can walk off but you can't as I and other players have often voiced. Open it up a bit more, add more routes in and out of item areas and try not to be be so literal in your recreations.

I know you say castles are supposed to be strong and secure and hard to get the flag and so on but I think you need to focus more on accessibility. Jump pads and teleporters would be nice as well.

Check out ctctf6, moonstone, kill_all_organic, medival_v2 and skycastle for references.
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Postby Mr. Bougo » Sun May 11, 2008 6:59 am

I say bad... Poor design compared to the other mikeeusa maps... It feels like a maze. Just like he built the only route to the flag, then put some dead ends around it... Way too linear, with an illusion of movement freedom...

Same for redstarrepublic, but that one doesn't have so much dead ends.
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Postby cortez » Mon May 12, 2008 3:58 pm

too confusing designed

annoying grass texture

extrem oversized
Aneurysm 4 the win !!!!! :D
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Postby JiminyJ[etc] » Thu Jun 19, 2008 4:24 pm

I love this one! I actually like it more than Desert Castles. It's an excellent Map for one on one duels, but is just perfect for team play, because it forces players to communicate in order to play well.

It's very frustrating to figure out the first time, and it could be made a bit more open - I like that there's only 1 way into the castle/flag room, but maybe it would be a bit better if the castle had some extra entrances with dead ends, rather than all being part of the same building.

I don't know how anyone else feels, but I love the traps - not quite as easy to use as in Desert Castles, but much more fun.
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Postby KillaGrunt » Thu Aug 14, 2008 3:14 am

HOW DO YOU GUYS EVER PLAY REDSTARREPUBLIC! Whenever i try to play this map or redstar the server always seems to dissconnect!
Image
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Postby Blµb » Thu Aug 14, 2008 12:18 pm

that's because you time out during loading :P
or the server does...
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Postby KillaGrunt » Fri Aug 15, 2008 12:56 am

But it happens everytime i go to a server with those maps. :?I am getting sick of it.
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New version

Postby take_this_cup_of_poison » Fri Oct 10, 2008 8:34 pm

New version 8:
https://cat2.optus.nu/nexuizserv/opposingcastles8.pk3

Additions: a few diverging paths inside the castle. Radar image.

Bugs: (flipped?) triangle (texture dissapeared) in the red castle on a part of a chequed floor
Div: is it possible to fix q3map2 to not make these errors? It never does well with complex maps.
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Postby [-z-] » Sat Oct 11, 2008 12:20 am

Feels like the same linear trap as before to me.

I noticed maybe 1 added hallway but I wouldn't consider calling it an 'alternative route to the flag'.
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