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CTF Tripetra
Soldat Forums - Soldat Maps & Map Making - New Maps
Roy
June 19, 2005, 11:26 am
HELLO.

ok newmap4u!!!

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My original vision for this map was somewhat different, but I decided that it wouldn't have worked out so well the other way. In fact, I'm not so sure it works out so great this way either. Oh well, I tried.

The barrier in the middle is intended to slow people down on their way from alpha to bravo. At first it was just going to be an open shaft down the middle, but I thought it would be too short of a run, and I didn't want to make the map longer than it was. As it is, it's still a fairly small map... intended for teams of 3 or 4.

It's also waypointed... barely. The bots will get from one flag to another, it just might take them a little while. They also tend to FALL DOWN into the bottom tunnel, and end up being rather predictable. Hey, they're only bots anyway.

NOW PLAY IT GRRRGH >:

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http://mods.whahay.net/Belross/ctf_tripetra.PMS

Deleted User
June 19, 2005, 11:38 am
looks nice.. alittle plain but i like it. c^^)

Deleted User
June 19, 2005, 12:46 pm
looks good.. nice shading. doesent look like one side has more advantages/disadvantages than the other. not that I know of atleast. nice.

Boxo
June 19, 2005, 1:30 pm
Most of the map is comepletely black, which is ugly and stupid. Othrewise, it looks alright.

The layout is a bit awkward, since you have to stop and turn around and hop vertically all the time, which makes a bad "flow". I don't see much point to the traps, either, and the low route seems pretty useless altogether.

GluLm
June 19, 2005, 2:46 pm
I'd love this map if it wasn't this black everywhere...
Try adding some light sources here and there to give a creepy style but not so dark either.
The overall design is quite good in my opinion.





sbu-spyvin
June 19, 2005, 3:30 pm
Look good but you must really use some Lighten Virtices in the black polygons.

Its looks crap but the map is fine just fix that ;).

TIP: DOnt place all the trees with in front of every thing use some trees with in behind and transipart it

Michal
June 19, 2005, 4:55 pm
Looks nice. Great colour choices, and good use of scenery. But too much black makes a map look really flat. It's good to see another symmetrical map that is not mirrored. Also, you should place spawn points further from the flag, because it's irritating to kill a defender just to have him respawn and kill you as you grab the flag.

Roy
June 19, 2005, 7:07 pm
All your input is appreciated and well-noted.

I feared that using black for the tunnels would be kind of monotonous, but I was reluctant to give it the same shading as the upper side. But I suppose none of the shading makes "sense" anyways, since it's all supposed to be underground... So which would you all suggest: adding lamps/light sources and having bright spots in the tunnels, or simply giving it the same shading as the rest of it?

I also realize that the flow isn't perfect, but like I said I would've had to have made the map longer in order to have a single horizontal route which wasn't too short.

As to the spawn points... if you mean you want them closer to the flag and the ledge above it, that would probably be a good idea. But it kind of depends on how much respawn time you have set, I guess.

Anyways, thanks for playing the map; I'll work on your suggestions.

Deleted User
June 19, 2005, 9:00 pm
Nice map. I like maps which arent only "copy" & "paste"

Boxo
June 20, 2005, 11:18 am
You could make the low tunnel slightly lighter, so you can actually see the scenery. Putting lamps there is a good idea, they'll make it look more interesting. It needs some gameplay-advantages too, IMO, it's pretty slow and easy to defend.

Rambo_6
June 21, 2005, 12:52 am
No symmetry in terms of polys - [+30 points]
Pretty good shading - [+15 points]
Icky black polygon colors - [-35 points]
Waypoints - [+10 points]
Somewhat blocky at areas - [-5 points]
Overall - [15 points ;)]

I personally like the top route, well shaded ;)



Sticky
June 21, 2005, 8:43 am
I personally dislike your new rating system, rambo. You seem to pick only the outstanding points and ignore everything else. On a scale of one to awesome, i give your rating system a score of suck.

I agree that mirrored maps are lame, but it's a good idea to make both sides roughly equal. Maybe you could split the left floating island in half to make things more even?

Da cHeeSeMaN
June 21, 2005, 5:47 pm
nice shading pretty cool

Rambo_6
June 22, 2005, 7:39 pm
quote:Originally posted by StickyI personally dislike your new rating system, rambo. You seem to pick only the outstanding points and ignore everything else. On a scale of one to awesome, i give your rating system a score of suck.

I agree that mirrored maps are lame, but it's a good idea to make both sides roughly equal. Maybe you could split the left floating island in half to make things more even?


Well the sides on this map are roughly equal. they both have the same features, but non-symmetrical.Maybe the map itself might be a tad subpar, the layout is unique, i must say.

True, i should have given less points. But the system is still undergoing work ;)

I might also point out to you, Roy, that those holes in the ground sorta don't fit on this map. I'd substitute them for a small dip in the terrain, however.