[MAP] ctf_greatwall rev. 3

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Wed Nov 01, 2006 12:40 am

  • After finding out about C. Brutail releasing his own take on my old thing, I decided I should release the revision I was working on last summer sometime. I never really finished it completely, in that a lot of it is still quite plain (all of the tower brushes have the same textures, and the geometry in the underwater cavern is pretty bland), but it's stable, and definitely more fun than the original ever was! Plus it got rid of some of the brush errors that used to bug me :P

    http://www.expectnomore.net/ctf_greatwall_rev3.pk3
    Have fun!
    Shoe
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Wed Nov 01, 2006 1:53 am

  • It's nice though I have some suggestions (was actaully wondering who made that map, looks like I found you :P) if you have the time or the motivation to continue with the map, it might turn out good.

    Like that there's another way of getting into the enemies base through the water. Though, I haven't tested it with other people so I don't know how the spawnpoints are, but I suggest (if it isn't fixed) that move some spawnpoints out of the base. Otherwise capturing the flag is close to impossible, unless there are few people.

    Another thing is I would like that there would be a weapon in the towers, nex, rocketlauncher or mortar would do good, maybe move the machinegun from that hill to that tower and put some other weapon on the hill. These needs to be strategic placed to actually do any good.

    Another cool suggestion that is just that :P is that having another way in the base would be good. Like from the left side of the wall where the flag is. Imagine this, where to furthest teleporter from the base is, there is a alley or something into the wall which leads into the base. Two ways out, two ways in.
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    ai
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Wed Nov 01, 2006 2:14 am

  • I really like some of those suggestions, and since they'd only be some simple entity placements, I might try at least the first two. The last one is a little trickier, mostly just trying to figure out how to best execute it, which might take more motivation than I have :) As long as I remember, I may do a second release with the new player and weapon spawns, though!
    Shoe
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Wed Nov 01, 2006 1:24 pm

  • I've tried the map, and loaded it up in Radiant too.
    All I can say, that the original concept is very fun, but the map files is still very chaotic. The underwater tunnel idea is ok, but it's too long without having airholes in it, and too small. On RELOADED, I made an alternate underground way oo, tho it's not watered, and it goes right under the Great Wall.
    I like the towers very much. If you don't mind, I'll implement them in RELOADED too, a bit upgraded tho ;) .
    "One should strive to achieve; not sit in bitter regret."
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    C.Brutail
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Wed Nov 01, 2006 9:46 pm

  • Yeah, I didn't get far into the redesign before losing steam, so the tunnels aren't very well done. It's playable, though :)
    Shoe
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Tue Nov 07, 2006 6:21 am

  • any screen captures?
    Dokujisan
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