[Map] reservoir_r4 (ctf)

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Postby Xeno » Fri May 23, 2008 6:45 pm

Fisume! wrote:holy shit, that looks awesome :shock:
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Postby Rad Ished » Fri May 23, 2008 6:52 pm

Ronan, with this map you are spoiling us
Looks really nice , nexuzzy.
I looks forward to getting the mortar-nex combo whacked by you in this.
:D
I just ran round it, i'm glad you can fall of the back, somehow it makes the map feel more free.
I also really like that you bought the lift from House Of Pine XD
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Postby esteel » Fri May 23, 2008 8:15 pm

Those are fucking nice screenshots!! Have to take a look at the map first thought before praising it, but if gameplay did not change too much i'm sure its a premium map candidate!!

Its really nice, but i found three small problems: The ladders in the water, to the jumppads, are zfighting with the water on the downside..
At some positions the jumppads stop turning
And the huge light at the back the bases, next the flags are not clipped so you can still be stopped by them.

Have to try how the new open nature of the map works out in actual matches. I think it could be nice and give the fights for the strength powerup a new turn.

I just think the wood textures for the lifts and the roof in the middle do not fit the map very much. Also the lighter grounds were you spawn looks a bit strange to me. Maybe try a sort of marble like tzork used in some of his maps? But maybe its just that i'm unused to the new looks..
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Postby Ronan » Fri May 23, 2008 9:21 pm

esteel wrote:Its really nice, but i found three small problems: The ladders in the water, to the jumppads, are zfighting with the water on the downside..

I noticed it but I wanted to avoid a long maps compile, I only have a 4 years old single core cpu :wink:
esteel wrote:At some positions the jumppads stop turning

I tried several combination of trigger_push and player_clip, but unfortunately I couldn't get the perfect solution...
esteel wrote:And the huge light at the back the bases, next the flags are not clipped so you can still be stopped by them.

I wanted the player to be still able to climb it, so the clipping was difficult to do. There is one but your right, it's not working.
esteel wrote:I just think the wood textures for the lifts and the roof in the middle do not fit the map very much. Also the lighter grounds were you spawn looks a bit strange to me. Maybe try a sort of marble like tzork used in some of his maps? But maybe its just that i'm unused to the new looks..

It's a tentative to add more ground variation, I'm agree it's not that great, but don't forget I'm the guy that made the ugly reservoir v1... :P
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Postby HarryButt » Fri May 23, 2008 9:25 pm

Butt wants this in default roster.
I'M BATMAN!
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Postby C.Brutail » Sat May 24, 2008 11:22 am

Very impressive! :) Just the thing this map needed!
N1! :D
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Postby Spaceman » Sat May 24, 2008 6:44 pm

Well done, great modifications. I really like the new lift floors, they give the map a feel of authenticity.

The blue snipers lair reminds me of something from Tron :?:
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Although I'm not that keen on the lighter coloured areas in the floor, but after a few minutes of playing I did forget that they were new.

I also liked being able to fall off the allure, it would be better if I could fall off all the way around.

Is the map very slightly smaller b3:?:
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Postby Ronan » Sat May 24, 2008 11:01 pm

No it's the same size, even a bit larger since you can now fall down from the roof.

Thanks for your feedback everyone. :)
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Postby tZork » Sun May 25, 2008 10:12 am

dusk'ish lighting seems to fit this map well, ill have more to say when i acctualy tried it :P nice to see an update to this, gameplay-wize its one of my fav ctf maps.
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Postby k0jak » Sun May 25, 2008 8:27 pm

looks a LOT better, nice work ronan.
:]

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