{ctf,map} courtyard_v1r2

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{ctf,map} courtyard_v1r2

Postby Grasshopper » Sun Oct 11, 2009 11:11 pm

I decided to re-map bonus checkers .
changes: removed tons of patch mesh , re-textured , made longer map , more visible color (red/blue) , non reflective custom water for better fps . old school weps . no more dropping into the base , you have to use the map instead . borrowed some dusk plants . probably not too n00b friendly .

please come by #nexuiz.nct for more map projects in the works . we need more mappers

http://grasshopper.nexuizninjaz.com/cou ... tfv1r2.pk3

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Postby Cuinnton » Tue Nov 17, 2009 6:31 am

one of the best looking maps in the game! unique feel.
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Re: {ctf,map} courtyard_v1r2

Postby Sepelio » Tue Nov 17, 2009 3:05 pm

Grasshopper wrote:probably not too n00b friendly .


:twisted:

Good. Damn noobs always ruin the game!

Looks good though, looking forward to giving this a shot whenever it starts to pop up on servers.
Possibly not the worst mapper in the world.

A blog of random pish:
http://xeno.planetnexuiz.com/blog/?author=5
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Postby Dokujisan » Mon Nov 23, 2009 9:44 pm

Just an update.
Grassy and I have discussed ideas for improving the map, after watching people playing it on HOCTF servers.

Some ideas are to lengthen the middle area even more and smooth out the whole courtyard ground area so it's easier to move around. Some other ideas involved noclip above the bases so people can't even go up there, and removing the tree/bush combo that is in front of each base.

Oh, he also discussed removing the dome in the middle and putting in a bridge that spanned the courtyard from side-to-side, and also some tweaks to the bases to get rid of the walkways where people can fall off. I'm not sure about the walkway-removal idea though. We'll have to test it out.
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