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CTF Lanubya - last fix 1.2b (Apr-20)
Soldat Forums - Soldat Maps & Map Making - New Maps
grand_diablo
February 22, 2005, 3:07 pm
Somehow the waypointed version produced very strange and serious bugs when joining it online. I have now recompiled it with minor changes, it should work now.

So everyone who has running it on a server, please replace it with the newest one.

Download *FIXED*:
http://www.denacke.net/Dibo/maps/ctf_Lanubya.PMS

Screen:
http://www.denacke.net/Dibo/maps/ctf_Lanubya.jpg

Thanks for waypointing to both zambo and Geologist, in the end Geo's version proved a tiny bit better, so his one is the official Lanubya update and ready for download!

The map is a combination of Laos (size, part of the tunnel layout and space variation), Nuubia (Bases, parts of the middle) and Maya2 (Platforms next to the bases, parts of the middle).

created on request from Suomip for gather purposes. no botwaypoints.

Have fun :>

EDIT2 (Apr-20)
Found a last poly on the bridge that was set on normal instead of player only collides. Now fixed, finally the map is kinda bugfree. New map version is 1.2b

EDIT
Colliding polys on the bridge + some minor things fixed. Please redownload and enjoy :D

MercyM
February 22, 2005, 4:15 pm
Love it. 10/10!

DeMonIc
February 22, 2005, 4:32 pm
*sniff*
I smell..another default map.This looks really sexay, *dl*.

ThanatosDK
February 22, 2005, 6:46 pm
Greeeaaaatt job!

Dj-SAGI
February 22, 2005, 8:52 pm
AMMMM NICE BUT I DONT LIKE THE SPACE BETWEEN THE STONE!nice map btw ;]

Soap
February 22, 2005, 9:07 pm
Pretty damn good, but the space between the bridges is pretty goofy.

Michal
February 22, 2005, 9:15 pm
Nice map, the only thing I don't like is the lack of ground underneath.
But otherwise very nice work.

grand_diablo
February 22, 2005, 11:04 pm
well, see the balancing like this:

-> middle way -> rather fast to escape, but can be attacked from up and down
-> lower way -> narrow tunnel (easy part of the escape), yet dangerous middle part under the bridge, a bit harder to move fast than on the middle way
-> upper way longest way to escape, yet kinda the safest, but youre not unstoppable there too :p

So:
Upper way:
Length: Longest
Speed: Average
Danger Average

Middle way:
Length: Average
Speed: Fast
Danger: Most Dangerous

Lower Way:
Length: Long
Speed: Average
Danger: Dangerous
and to balance it out totally, sometimes a medic spawns in the middle of the lower way


btw. pls redownload (see edit in main posting)

_Mancer_
February 23, 2005, 12:15 am
Screens doesnt work

grand_diablo
February 23, 2005, 12:31 am
should work again, the host is sometimes down for a short moment

Lt. Sneezy
February 23, 2005, 2:48 am
Sexy sexy map. Good job, as usual.

Deleted User
February 23, 2005, 3:13 pm
:O
cool map :D
I like it :)

Maxx
February 23, 2005, 10:38 pm
NICE MAP!
I love it.
It's awesome.
=D

GluLm
February 23, 2005, 10:39 pm
Good job there. It looks less plain than some of your other maps. ;)
The only thing I dislike is the bright orange colour and the grey one...
It's a bit "insipid".
The gameplay is good, so it's ok.

P.S: Damn you Maxx, you seriously ruin this board with your useless posts and lame colours... I suspect you for being a post hunter.

Maxx
February 24, 2005, 11:26 pm
quote:Originally posted by GluLmGood job there. It looks less plain than some of your other maps. ;)
The only thing I dislike is the bright orange colour and the grey one...
It's a bit "insipid".
The gameplay is good, so it's ok.

P.S: Damn you Maxx, you seriously ruin this board with your useless posts and lame colours... I suspect you for being a post hunter.





Your a friking moron.
No i'm not a post hunter.
Shutup.


P.S.---notice Dairy's post.

Anyway, lets try to please Mr. happy pants.

I like the shading, and the near-perfect evenness.
I would love to see this map become a default.
And nice job on all the routes to the enemy flag.


Happy?

Rambo_6
February 25, 2005, 2:20 am
Time for my nitpicking.

1. I've noticed there's WAY to much oopen space under the bridges, and at the far left/right.
2. The floor isn't very thick... Well, you know where i'm going with that.
3. the symmetrical-ness of this map doesnt suit it, there maybe should be subtle changes, like in Maya. Nature is never symmetrical ;)

Otherwise, cool map :)

Pulp
March 5, 2005, 2:37 am
Nice map & good gameplay

Added to my server... ( IP: server.soldat.nl / PORT: 29400 )

Darkspirit
March 6, 2005, 3:35 pm
Awesome!

Good colours variations there;
Nice shading;
Great gameplay;
Great scenery there;
Nice texture choice;
Background fits perfectly...

MARK : 99,99999%..... lol jk 100%!!!

zambo_the_clown
March 7, 2005, 4:43 pm
i waypointed this map about a couple of weeks to a month ago and its a pretty challenging map with bots. if ya want to see how it played with bots just ask me. im at school so i can upload or provide any links.

grand_diablo
March 7, 2005, 5:45 pm
gimme the link and Ill update my post, so we have a new version of the map :>

zambo_the_clown
March 7, 2005, 11:43 pm
diablo you will have to hold on my internet is running slow and im having norton run a scan to see why i am running slow. im going to work on it while this happens and i should have it up by 9:00 eastern standard time. i want this map to be perfect and i have to add some defend positions for the blue team.

alright sorry i didnt get it uploaded last night i fell asleep but i have the map finished. the red team may have a problem with jetting up the the higher platforms but still proves fun. i think it would be better if the blue team didnt have any defend points cuz they are great just playing offense, but this is update version of map. ill give you link when i get home. l8r....

zambo_the_clown
March 9, 2005, 2:57 am
http://f3.grp.yahoofs.com/v1/oFguQnHBY8CgaP29IvG8UpZdDkk4hNTeGggx3Nbb04P8dnM8jGvI_SG7XAA5Pi9FGyfzfjqGmdDgC5ePeaATYQ/Lanubya%20update.zip

Link above is the map with waypoints. give me some feedback on how i did.

grand_diablo
March 14, 2005, 8:18 pm
Updated!

I got 2 waypointed versions, this one from you and one from Geologist via PM. Both are very well waypointed, yet Geo's version is a tiny bit better. I hope you arent angry at me for choosing his one's as update, zambo :)

Btw. I highly appreciate the interest in my maps, i guess and hope this is a sign of good playability :)

grand_diablo
March 19, 2005, 8:57 pm
waypointed version produced strange bugs when joining it online, the map was now recompiled with minor changes to solve it.

Felix
March 19, 2005, 10:25 pm
well, I played on it a couple of time, there's not enough "free space" ^^

but it's nice

Deleted User
March 19, 2005, 10:27 pm
great map

chakapoko maker
March 21, 2005, 4:47 pm
a rocky mountain feelings and a devilish mood. upper way will have a DM-ish combat. most ctf map doesn't have a complexed foothold, so this map will serve something new of gameplay.
nice curve and pit of the bridge. good for acceralation and junction.

-
the neck near the base is narrow.
i'd like to use a collider in the underpath.
bot is sometimes stuck in the crack for a while.

zambo_the_clown
March 22, 2005, 2:44 am
hell naw i aint mad. im glad it can be made better and anything i didnt add or didnt do so well on should be done better and the better it is the better the play. thanks geo for the change in my waypointing.

grand_diablo
April 20, 2005, 8:49 pm
Sorry for digging this out, but i found a last poly which was set wrong.