[Map][CTF][Beta] Cleft Village Beta 1

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Re: [Map][CTF][Beta] Cleft Village Beta 1

Postby Clueless Newbie » Sun Sep 28, 2008 9:59 pm

sev wrote:I finally finished the beta version :D

This is my first CTF map, and any helpful and/or positive comments are much appreciated.

It's a really pretty map. 8)

I played a round of CTF on it this afternoon, and imo it's too large, and it has too many hiding places. It's too easy for the FC to hide. I made the same mistakes with RustVents (anybody remember that thing?). It was a fun game anyway (probably because I was the FC in hiding ;)). I'd suggest two ways of reducing the size of the map:

Image

The first way is to remove area 1 and one of the area 2s. Let the remaining area 2 be a bridge between the area 3s.

The other way to reduce the size is to remove area 1, both area 2s, and one of the area 3s. The remaining area 3 can then be used as a middle-ground between the bases.

In addition, you can use areas 1, 2, and 3 to make at least two separate CTF maps: One being area 1 and both area 2s in the same way they are now, with a base in both area 2s. The other by using an area 2 as a bridge between two area 3s, with a base in both 3s.

That's ideas for four different CTF maps made entirely of sections of your one CTF map. ;)
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Postby Clueless Newbie » Sun Sep 28, 2008 10:00 pm

Taiyo.uk wrote:zomg! <3

A map that looks good and doesn't crush my FPS, a rare sight indeed! Good work!

Yeah, the FPS was a lot higher than I would have expected. Kudos for that. 8)
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Postby Dokujisan » Sun Sep 28, 2008 11:48 pm

I agree with cluelessnewbie.

The map is wonderful looking and has a lot of really cool features, but it's too large for gameplay.
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Postby take_this_cup_of_poison » Mon Sep 29, 2008 1:39 am

"- The clipping in the 2 chasms is my "plan C" (because I hit the MAX_BRUSHES limit). I will work on that. "

Use the netradiant q3map2.
Or: https://cat2.optus.nu/cat2/q3map2.bigvi ... oreplanes2
(linux binary of increased limit q3map2)
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Postby sev » Mon Sep 29, 2008 6:40 pm

Yes, playing on it I realised that it is very big for a single map...
So Clueless Newbie, your ideas are great :)

Exactly for reasons like this, I constructed it in a very versatile way. The shell is a very simple construction with caulk brushes, and the ase's are modules that fit together even when turned and moved.

So I will build different maps with these modules, focusing on specific aspects of the original map (beaches or huts, for example).

I'm glad it seems to perform well on other systems too. With the experiences from Treasure Island, I could concentrate on a well-performing map from scratch this time.
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