[CTF] Sploing

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[CTF] Sploing

Postby lda17h » Sun Jun 28, 2009 12:04 am

Ok, taking C.Brutails advice seriously i opted for creating a simpler map first before returning to the deck.. Here we go:

Image
Image
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It's a small linear floating CTF map and i suppose capping should be possible in under 4 secs or so :)

Grab it here:

http://tapas.affenbande.org/maps/sploing/sploing_r1v1.pk3

I hope the packaging is now a bit better..

Have fun,
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Re: [CTF] Sploing

Postby lda17h » Sun Jun 28, 2009 12:05 am

lda17h wrote:Ok, taking C.Brutails advice seriously i opted for creating a simpler map first before returning to the deck.. Here we go:
lda17h


Doh!, i mixed up r1v1 and v1r1.. Nah, i'll stick to this schema on this map now ;)
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Postby Grasshopper » Sun Jun 28, 2009 12:56 am

maybe now you can add some things to keep it from being facing worlds because it is really open . maybe add a center building that has things to draw people in to the center instead of camping base all the time . good luck
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Postby kanonmat » Sun Jun 28, 2009 2:09 am

Nice.
1) In the middle: Jumppads to the higher platform don't launch me all the way up. I have to laser them or bend my path. It's nice to have some use for skills. (Is this ninja trick called something?)
2) Jumppad by the mg sends me into the void if I don't use air control. I often hit the ceiling when I laser it to get to the middle platform. On all (I think) spacemaps, a jumppad sends you safely to a destination if you don't tamper with the flight path.
I don't say it's a rule. With this jumppad you can choose to go right or left.
3) Too bright outside, too dark inside.
4) Maybe another model for the teleporter than for the jumppads or would that be inconsistent?
5) This might break the clean look of the outdoors, but I'd like some more wall surface to laser for speed. It doesn't have to go all the way, just some minor thing that is a bit higher than the team-colored edge somewhere and something on the roof.
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Postby FruitieX » Sun Jun 28, 2009 9:27 am

Wow that looks nice for one of your first maps! A little hint for you though: use a bigger grid when laying out the structure, and it will be easier to align the textures (as in, no alignment neccessary :))
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Postby PinkRobot » Sun Jun 28, 2009 10:36 am

One pointer I have is that there are lights indoors that seem to come from nowhere, as in there is no light source, which looks wrong.
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Postby Mirio » Sun Jun 28, 2009 12:35 pm

the room with the flag looks empty and easy to defend..
i will test later :)
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Postby lda17h » Sun Jun 28, 2009 12:52 pm

PinkRobot wrote:One pointer I have is that there are lights indoors that seem to come from nowhere, as in there is no light source, which looks wrong.


Yes, good point. I'm not totally positive about what's the "correct" way to mount a light onto the wall..
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Postby lda17h » Sun Jun 28, 2009 12:54 pm

Mirio wrote:the room with the flag looks empty and easy to defend..
i will test later :)


Yes, that's true. I guess a little base for the flag might be in order.. About the "easy to defend": There's one tele going up to the roof and another coming down from the roof into the flag room. So there's three ways in and three ways out..
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Postby Dokujisan » Sun Jun 28, 2009 7:59 pm

An open map like this has to have a nex on it. Otherwise, flag carrier will just fly away like superman and there's very little you can do to stop them.
Of course, the nex should not be so easy to acquire (like on facingworlds), but there should be one somewhere.

Otherwise, I think it's a unique style of map and I hope you can add a lot more to it in the next few revisions. :-)
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