(CTF) Killall Organic v2r1

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

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Map Quality?

Good
6
60%
Bad - Items
0
No votes
Bad - Design
2
20%
Bad - Problems
2
20%
 
Total votes : 10

(CTF) Killall Organic v2r1

Postby C.Brutail » Wed Aug 06, 2008 11:36 am

"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
Image
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Postby Sepelio » Wed Aug 06, 2008 11:49 am

I like the map, its good fun most of the time. The messed up player clips in the first version were annoying although it was useful to be able to laserjump into the middle area. The torch damage was annoying though so good that you removed it.
Possibly not the worst mapper in the world.

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Postby esteel » Wed Aug 06, 2008 8:13 pm

Did not yet had a chance to try the new version but as i know the old version and can read about your changes i think this one is a very good map. The only thing is, its rather small so i'd say its best suited for 4vs4.
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Postby nifrek » Wed Aug 20, 2008 7:31 pm

I really like this map and wish it was played more. It's got that q1dm6 feeling, it's fast and a lot of fun. Item placement is very nice too. I don't really have anything bad to say about it. GJ.
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Postby [-z-] » Wed Oct 29, 2008 3:49 pm

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So the skybox and the crows kick ass. The whole castle thing you got is really nice, good consistent theme. But there is limited options available for flow. It's too linear, save the fork split past the (currently broken in svn) doors. The pit in the center with the tele's from under the flag holding the sniper is a good touch.

As I said in the 'need more DM/CTF maps' thread, I'd like to see more changes in altitude. Altitude is one of the fun ways to gain speed, that or enough health to rocket/mortar/laser jump.

I think invisible walls suck! I don't agree with the limit space you've given us to play in this map. The screenshot below shows where the invisible walls are:

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I'd love to see instead, the castle exterior built up, creating a ceiling and an outside we can play on. Maybe have some holes in strategic places for us to drop in. This helps the changes in altitude problem as well.

To also improve the altitude changes, I propose 1 or two towers on top of this part:

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And finally an added path way that leads to a room of some sort here:

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To wrap it all up this castle needs to be somewhere, on a giant mountain? In lava? In a volcano?

Hope this helps.
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Postby [-z-] » Mon Nov 03, 2008 2:57 pm

Also, I recall at one point you had hurt triggers on the flames but removed them. I thought this was a good touch, especially for the chandellere in front of the flag.

One of the key things that I think makes a good CTF map, is the "oh shit" feeling you get caused by something surrounded by the flag. On facing worlds, it's the precision you must jump on the model with or you'll get slight stuck. In Basement CTF, is the drop in ceiling that catches you on a laser jump if you go to high. On greatwall, it's the stairs... those god damn stairs.

There are many many more examples but I feel like this is a very important feature to keep. Getting burned by fire just makes sense.
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