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Map idea: Tunnels
Soldat Forums - Soldat Maps & Map Making - Mapping Ideas / Discussions
mrkent
October 5, 2005, 2:21 am
Hi!

First of all I am new to this forum, however I am not new to Soldat. Who knows, we might have met already. Anyway, I love the tunnels in Cambodia, so I thought that I would base a whole CTF map on tunnels. I have a first beta version, without nice graphics or such unimportant things. ;)

I would really like some feedback. And as I am not a good artist it would be terrific if someone else could "take over" this whole operation. This map was (and is) developed to add maps to the CTF field where there are lots of tunnels.. Yep, it's all about tunnels.. :)

Screenshot:
[IMAGE]
Download map file: [URL]

All feedback/help appreciated!

Leo Da Lunerfox
October 5, 2005, 2:53 am
Well, they're not exactly tunnels as they're a bunch of differently shaped polygons...

This map does not have enough focus, Mapping in Soldat is like an art, you must have focus in your map, or the map will be too spread out and uninteresting.

mrkent
October 5, 2005, 3:33 am
This is just the basic design of the map. Is it any good? If that is the case then working more on it would be worth it. Personally I think that some interesting CTF action could be held in it even now, but of course it will look better with some scenary.

What needs to be changed in this design to make it better? What's good already? What's bad?

Leo Da Lunerfox
October 5, 2005, 4:20 am
Few pointers will lead you in the right direction:

- Your map needs to have a bottom, otherwise people will fall down and respawn at base without dying, and with full health.

- People don't like to ram into a death polygon.

- Some of your polygons have alot of edges. This makes for the map to have many bugs.

- Design is way too complicated and would make for slow gameplay.

- Design of the map has too many un-needed paths.

- Maps need to have more color into it. (I know it's a beta, so it's fine, just remember to shade it.)

- Map doesn't seem to follow standard mapping conventions. (Makes for difficulty in shading)

Good first try, but considering looking into some of the maps that has been made, and try to imitate their style. Then later on, you can establish your own style.

vash763
October 5, 2005, 7:24 am
I agree with everything above, BUT he wants tunnels, so the slow gameplay will be a cornerstone in this map. Like an endurance race between bases chasing flags. It's an idea that is lost in any new map i've seen.

But it should look more like cambodia if thats what you want. I was thinking about trying this one time. Maybe a mapper with some experience should take over?

mrkent
October 5, 2005, 2:06 pm
Yes I want tunnels, and of course some might think that the gameplay will be "slow". But that's what I am aiming for.

The map can be seen more as a proof of concept, I think that it would be quite playable at the moment. It's true though that I should really have more tunnels than I do now to get the Cambodia feeling.

I haven't seen any map for CTF with a lot of tunnels, perhaps the general opinion is that gameplay would be "slow" as in boring. I don't agree though, I've had a lot of fun in those cambodia tunnels. :)

(and yes, anyone, please do take over. It's what I wrote :) )


Raptor
October 5, 2005, 2:40 pm
You should spend more time perfecting your maps in order to make them look good. I can make a map like that in 5 minutes.

Edit: I know you are new, but do your best!

Keron Cyst
October 5, 2005, 3:49 pm
Sure it's "all about tunnels" but don't make the tunnels so plain without any hills or colliders that Barret-users can just camp at one end of a tunnel and get free kills all the time...

Deleted User
October 6, 2005, 1:03 am
Yeah, the tunnels need twists and turns, and they need to be pretty long. It'd also probably be best to have two or three "main" tunnels, and then several smaller tunnels connecting them. The tunnels should open up gradually at each team base, so you don't have people just aiming their barrets at the entrances and firing at the defenseless attackers. Make lighting real interesting, too--people should be able to charge through if they want, or play it sneaky and crawl through the darkness and behind cover. Death polys can be good, but you have to use them creatively, so that they're certainly a present danger, but not something you'll have to worry when you're just moving along.

In short, make it balanced. If it's too extreme in one way or another, it'll turn a lot of people off.

vash763
October 6, 2005, 11:47 pm
^^ = great

someone should also make the bases be like small caverns. then have the tunnels lead out.

Deleted User
October 7, 2005, 3:19 pm
If you make to much tunnels..it won't be tunnels! :O

And often you forgets what a tunnel really is!

A Tunnel is a tunnel :P

And tunnels are mostly straigt..maybe little rocky and! tunnels are underground!

warpo
October 12, 2005, 11:16 pm
like said they arnt tunnels...just a bunch of floating rocks that lag like [CENSORED]