[CTF/KH] PyconicCTF4

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

Moderators: Nexuiz Moderators, Moderators

Rating

Great
1
17%
Good
0
No votes
Medium
2
33%
Bad
3
50%
Too Big
0
No votes
Bad due to the identity of the author of the map
0
No votes
 
Total votes : 6

[CTF/KH] PyconicCTF4

Postby take_this_cup_of_poison » Tue Oct 07, 2008 1:29 pm

(updated to V 4) https://cat2.optus.nu/nexuizserv/pyconi ... ndctf4.pk3
Small CTF map with additional path now.

Image

Image

Image

Please give reasons below :)
Last edited by take_this_cup_of_poison on Thu Oct 09, 2008 3:21 am, edited 1 time in total.
take_this_cup_of_poison
Banned
 
Posts: 198
Joined: Sun Jan 20, 2008 2:25 am

Postby take_this_cup_of_poison » Wed Oct 08, 2008 2:49 pm

If you vote bad explain why and how to make bettter.
For v4 I've added an additional path to the flagroom, will probably release it later today.

If you just think it is bad because you hate the author there is an option for that: use that.
take_this_cup_of_poison
Banned
 
Posts: 198
Joined: Sun Jan 20, 2008 2:25 am

Postby Alien » Wed Oct 08, 2008 3:51 pm

Please reduce brightness. It hurts eyes a lot in plenty of your maps.
Alien
Forum addon
 
Posts: 1212
Joined: Tue Apr 22, 2008 7:12 am

Postby take_this_cup_of_poison » Wed Oct 08, 2008 7:17 pm

Most people think my maps are not bright enough.
take_this_cup_of_poison
Banned
 
Posts: 198
Joined: Sun Jan 20, 2008 2:25 am

Postby [-z-] » Thu Oct 09, 2008 2:45 am

I think lighting is usually well rounded in all your maps, that is, they play well under most settings, low to ultimate. Frame rate may be another story to some :-P.

I haven't tried this revision yet. If it's still as small as v2, I'd say it needs to be bigger. It's again too linear. I prefer maps with multiple pathways to the flag, each one having it's benefit and downfall. Whether it be a trap, weapon, gain in speed, or something along those lines, I believe it's part of what makes maps for this game great.

I don't have time to get into great detail but maps like mikectf2 and moonstone are good examples that illustrate this point. Something of value to either team in the center (shield), multiple pathways to the flag, longer ones with nex, and sparse or spread out health. Inner pathways have armor and more mid range weapons.

I think you do wonderful brush work and you're a good engineer. You should use those skills to push players into creative situations. Expand their options by presenting 'gambles'.


edit
And I see you've done pretty much that. You're heading in the right direction but I think it lacks flow. Try and integrate an open area with a change in altitude that would get the feeling of free fall at high speeds, maybe somehow linked to the teleporters
[-z-]
Site Admin and Nexuiz Ninja
 
Posts: 1794
Joined: Mon Nov 13, 2006 12:20 am
Location: Florida

Postby take_this_cup_of_poison » Thu Oct 09, 2008 3:20 am

New version (4)
https://cat2.optus.nu/nexuizserv/pyconi ... ndctf4.pk3
Added another path. You have to jump to get to it, it has the superhealth and armor etc and is another path the the flag room. Hopefully this will allow non-linear gameplay if the players wish.
take_this_cup_of_poison
Banned
 
Posts: 198
Joined: Sun Jan 20, 2008 2:25 am

Postby [-z-] » Thu Oct 09, 2008 3:50 am

I can't tell the difference O.o

Image Image

p.s. I meant to mention, divVerent is requesting that maps do versioning with the suffix: _v[0-9]r[0-9], so you should really call this _v1r4
[-z-]
Site Admin and Nexuiz Ninja
 
Posts: 1794
Joined: Mon Nov 13, 2006 12:20 am
Location: Florida

Postby take_this_cup_of_poison » Thu Oct 09, 2008 4:00 am

I like single number versioning.

The addition is the additonal path from the lower flag area to each middle pit.
It has superhealth and some weapons.

It is another pit. See where the multiple bubbles are floating in the air :).
This "facility" taps some area to extract the cell energy from whereever this map is located, thin hollow bubbles of the blue energy liquid slowly float to the top of the shafts and collect together. They can be moved to a single shaft through the lower connecting pipes and collected fully. Later it is further collminated at blue amuse and then shipped to places like interspace station (basically a gas/enegy station).

PyconicCTF == "well"
blueamuse == "refinery"
interspace station == "(gas) station"

:)
Last edited by take_this_cup_of_poison on Thu Oct 09, 2008 4:06 am, edited 1 time in total.
take_this_cup_of_poison
Banned
 
Posts: 198
Joined: Sun Jan 20, 2008 2:25 am

Postby [-z-] » Thu Oct 09, 2008 4:03 am

take_this_cup_of_poison wrote:I like single number versioning.

Preferences and standards are two different things. It would be good for you and the community if you followed the standards.

take_this_cup_of_poison wrote:The addition is the additonal path from the lower flag area to each middle pit.
It has superhealth and some weapons.

I still feel like the map needs a hill or ramps or stairs :)
[-z-]
Site Admin and Nexuiz Ninja
 
Posts: 1794
Joined: Mon Nov 13, 2006 12:20 am
Location: Florida

Postby take_this_cup_of_poison » Thu Oct 09, 2008 4:07 am

[-z-] wrote:
take_this_cup_of_poison wrote:I like single number versioning.

Preferences and standards are two different things. It would be good for you and the community if you followed the standards.


I'm happy with my single numbers.

"I still feel like the map needs a hill or ramps or stairs Smile"


There are stairs uptop. I hope this map plays fast and deadly.
take_this_cup_of_poison
Banned
 
Posts: 198
Joined: Sun Jan 20, 2008 2:25 am

Next

Return to Nexuiz - Map Reviews

Who is online

Users browsing this forum: No registered users and 1 guest

cron