[CTF Map] Positronic

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[CTF Map] Positronic

Postby Sepelio » Mon Jun 29, 2009 8:49 pm

So.... I decided to have another go at making a space map as Kollideoscope was an utter disaster which I didn't feel like fixing.

At first I knew I wanted an oppressive feeling space map with a kind of dystopian feel. So I toiled and worked away and ended up with this.

This map is fairly small and will probably play similar to evil(space) ctf or similar. Hopefully the layout isnt too bad, there are some thing that irk me but I wasn't sure where to go with them. With any luck you guys can give me some feedback on where to go with it!

I had a bit of trouble with the lighting, I should really have put more visible 'sources' in. The main thing is that the areas where things die are bright enough to see the gibs :D

Anyway, enjoy. The hardest time I had was designing the two middle areas. I also should really have cleaned up some of the brushwork a bit, but I am lazy.

Image

Image

Download:
http://www.mediafire.com/?yiw1fmgmk0k
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Postby Chubby » Mon Jun 29, 2009 9:23 pm

sweet
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Re: [CTF Map] Positronic

Postby Mr. Bougo » Mon Jun 29, 2009 9:53 pm

Sepelio wrote:So.... I decided to have another go at making a space map as Kollideoscope was an utter disaster which I didn't feel like fixing.


I hope server admins will read that :P

Oooh, this skybox looks appealing
Meh.
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Postby Grasshopper » Tue Jun 30, 2009 2:28 am

its a good clean looking map . maybe , just maybe add some walkways to connect evrything . and omg i love the nex trap . possible put buttons on all sides maybe . ill see if Dokujisan will add this to hoctf
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Postby Sepelio » Tue Jun 30, 2009 3:08 am

The only thing that really irks me is that the button doesnt lineup with the rest of the damn platform when it goes down. I'll need to play around with it.

I could add walkways to connect the middle areas, I could also move the bases in slightly so its easier to laser jump between them and the middle.
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Postby merlijn » Tue Jun 30, 2009 7:51 am

Very nice map Sepelio!

only thing hat has been bugging me is that sometimes the jumppads don't give you enough push. It mostly happens on the middle platforms, when you walk into them slowly. If you jump before the jumppad it appears it does give you enough speed :?
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Postby Sepelio » Tue Jun 30, 2009 8:52 pm

New version: 1r1

Download here

http://www.mediafire.com/?jgywbjnd0hx

Changelist:

Fixed jump pads (I hope)
Stuck a trigger hurt above the crusher to stop people getting ontop
Decreased the amount of health available on flag running routes
Increased the height of the glass separator
Added a second crusher button

Hopefully jump pads work now.
Last edited by Sepelio on Thu Jul 02, 2009 5:36 pm, edited 1 time in total.
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Postby Dokujisan » Tue Jun 30, 2009 11:57 pm

Disclaimer: This is not my favorite style of map :-)

That said....I'm not a fan of the "escape hatch" jump pad right next to the flag. That's used in similar maps (one of which I can't remember the name of right now). EvilspaceCTF is another example.

I'm generally not a fan of jump pads that make you fly across the map. That cuts out 50% of the map in one jump, and nobody can really attack you during that travel unless they are RIGHT behind you and they have a decent hitscan weapon (shotgun doesn't count). That's one of the reasons I don't like greatwall and other maps that have that feature.

I got 8-9 second caps just following the jump pads and some lasering. I'm sure it won't be long until others are capping in 5 seconds or so on this map.

Another problem will be people sitting perched in the middle area and shooting people with the nex when they jump over the jump pads. This is a problem on mental-respaced (or whatever that crappy map is called :-P). One way to counter this is to have enough spawns in the middle area. That way, someone could stop the person who is camping and sniping.

and that's all of my feedback for now :-)
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Postby Sepelio » Wed Jul 01, 2009 12:23 am

Well, I honestly don't like space style maps myself all that much. I just wanted to see if I could make one. At the moment the jump pads are buggy and I cant seem to reproduce the problems.

I tend to see that even if people make nice proper 'indoor' maps, no one plays them. Maybe this is just on the pubs but good maps like Moonstone never get voted in for some reason. So I at least want more variation in space maps. Anyway I'm not going to go off on a rant about that here :?
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Postby Grasshopper » Wed Jul 01, 2009 2:11 am

its on bc1
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