Pages: [1]
  Print  
Author Topic: ps37ctf3  (Read 20654 times)
PsYthe
Lesser Nub


Cakes 8
Posts: 133


Obey 37.


« on: January 16, 2009, 10:51:24 AM »

Much better version of ps37ctf:

  • Different sky
  • More ammo
  • More convenient shotgun and nailgun (Not hidden in corners)
  • Rail moved onto a raised structure
  • Wall added near rail to prevent sniping from rail spawn
  • Regeneration -> Bio Suit (The rocket jumps on this map are just too much fun)
  • Some background details
  • Probably other stuff I can't remember


Download: http://allowdl.com/files/ps37ctf3.zip
Logged

9
christooss
Lesser Nub


Cakes 3
Posts: 121


« Reply #1 on: January 16, 2009, 01:48:23 PM »

Great work on the map. I really like the sun shining on the map.

Maybe you could remove or change lights near flag posts to something more midevilishly (not a word) gotic like wall blacking railers.
Logged
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3775


Trickster God.


« Reply #2 on: January 16, 2009, 02:18:48 PM »

Downloading. ^^
Logged


"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
Want to contribute? Read this.
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3775


Trickster God.


« Reply #3 on: January 16, 2009, 02:35:13 PM »

I took a quick look to it.
I like some changes, but Rail at that position isn't encouraging some camping?
Logged


"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
Want to contribute? Read this.
PsYthe
Lesser Nub


Cakes 8
Posts: 133


Obey 37.


« Reply #4 on: January 16, 2009, 03:46:14 PM »

I took a quick look to it.
I like some changes, but Rail at that position isn't encouraging some camping?

You can camp there if you want to, but it isn't hardly as useful as before when the wall wasn't blocking your sniping the enemy flag area.

Oh, christooss, I know the lights suck. I probably should've put torches there instead. But the map has a daytime theme now, so lights are pretty illogical anyways. Maybe I could go with a monotone lighting theme like oasago2 (much more visibility that way) and add torches. I'll do that if I edit the map again.
Logged

9
chaoticsoldier
Member


Cakes 18
Posts: 375


This space intentionally left blank.


« Reply #5 on: January 17, 2009, 12:19:45 AM »

I think this new version looks a lot better. I like the new placement of the battle suit and the railgun.

Does having the red base so much darker than the blue base make it uneven though? At first I thought that maybe the red base is a bit harder to defend because its flag area is darker, but then I thought that would also make it harder for the blue team to attack the red base. Maybe not.

What is your opinion?
Logged

0101100101101111011101010010011101110110011001010010000001101010011101010111001101110100001000000111011101100001011100110111010001100101011001000010000001111001011011110111010101110010001000000111010001101001011011010110010100101110
PsYthe
Lesser Nub


Cakes 8
Posts: 133


Obey 37.


« Reply #6 on: January 17, 2009, 10:59:17 AM »

I wish the skies in OA weren't so messyish, otherwise it would be even. I guess I'll just have to use oasago's sky with the minlight thing.
Logged

9
steauengeglase
Nub


Cakes 0
Posts: 34



« Reply #7 on: January 19, 2009, 12:48:38 AM »

I'm all for creating a slight imbalance for red since they already have a slight disadvantage. I like the lighting, but I'm still mixed on the rail. Battlesuit is a nice addition. Was the height on the bridge raised? It seems a little harder to get over.
Logged
PsYthe
Lesser Nub


Cakes 8
Posts: 133


Obey 37.


« Reply #8 on: January 19, 2009, 05:15:36 PM »

The rail was put up higher because it was too convenient in terms of how useful it is on the map. The bridge wasn't raised any, I'm pretty sure. To jump over the "railing" of it, you'll need 125 fps. Or pmove_fixed 1.
Logged

9
steauengeglase
Nub


Cakes 0
Posts: 34



« Reply #9 on: January 21, 2009, 11:55:20 PM »

I came across one small thing earlier. When you go through the arch nearest the flag, the textures on the wall behind the flag and the texture line up almost too well. For a sec I would think that there was no door way to go through. I hope this makes sense.
Logged
Gerbil
Member


Cakes -2
Posts: 308


not so strong


« Reply #10 on: January 23, 2009, 01:05:02 PM »

<3 psythe
Logged

Quote from: sploosh
there once was an animal called gerbil
he dreamed he was eating his turtle
he awoke with a frieght
in the middle of the night
to find out that he was a squirtle
[uM]Cyberdemon
Half-Nub


Cakes 12
Posts: 65


[uM] Clan Delegate OA Player


WWW
« Reply #11 on: April 19, 2009, 05:53:09 PM »

i am a fan of your map, but i would suggest to place the red armors on ground than in wather. the red armor is not worth to slow the gameplay when you swim in the wather. the regeneration upgrade is enough you have to swim for Smiley... now that the railgun is placed on that balcony there is free space to place the redarmor just some units higher on Z coordinate

so my suggestions is to leave the red armor water as a nasty place where you can fall... or to fill the water with radiant brushes Tongue and leave it with hard ground ... but nethertheless a very nice map, which comes after oasago2 on my basic oa favorites
Logged

ultraMAIM Clan .-. http://ultraMAIM.de .-. IRC: irc.quakenet.org #ultraMAIM

Half unfeeling machine, half raging horned devil. This walking nightmare has a rocket launcher for an arm and will definitely reach out and touch you. Make sure you're loaded for bear before you get to this guy.
menganito
Lesser Nub


Cakes 7
Posts: 119


« Reply #12 on: April 22, 2009, 12:29:19 AM »

I like the idea of sacrificing my time to ger RA (it's wel lworth the 5 or so seconds). Brings a little thinking into the game as well, as the armour is not the first thing you notice when rushing into the enemy base.
Logged
cosmo
Member


Cakes 18
Posts: 372


on a dead horse


WWW
« Reply #13 on: April 24, 2009, 12:17:14 PM »

Excellent changes. The map gets more and more interesting as you change it. The flat light doesn't look that good on the walls but player visibility is improved. It's up to you. Why not writing your own sky shader to get the desired effect?

What's about the walls you can rocket jump on? Pretty nasty rail camping places, right?
Logged

- HUNT HIGHSCORES - mapping - xmpp://cosmo@spaceboyz.net
feidi
Nub


Cakes 13
Posts: 46


WWW
« Reply #14 on: June 08, 2009, 07:29:13 AM »

How about swapping nailgun with LG? Imo it could improve the gameplay as it would result in less spamming of nails around the map as well as enable some nice boosting of the flag runner.
Logged

6lue Rose .:. http://6r-clan.org .:. irc://irc.freenode.net/6r
schlorri
i lurk the board index every minute!!!!
Lesser Nub


Cakes -51
Posts: 149


WWW
« Reply #15 on: June 08, 2009, 07:33:57 AM »

How about swapping nailgun with LG? Imo it could improve the gameplay as it would result in less spamming of nails around the map as well as enable some nice boosting of the flag runner.

VOTE: yes!
Logged

-Join #aftershock in quakenet
-Visit the statspage http://oaunofficial.exulo.de/index.php
-Visit us on sourceforge http://sourceforge.net/projects/as-fps/
Case
Member


Cakes -3
Posts: 175



WWW
« Reply #16 on: June 12, 2009, 05:51:43 PM »

This guy makes great maps
Logged
Udi
Member


Cakes 25
Posts: 536


i do my own stunts


WWW
« Reply #17 on: November 29, 2010, 10:14:46 AM »

Mirror: ps37ctf3.pk3
Logged

http://udionline.hu/en/projektek/openarena/
Todo list: 1. q3dm17 textures replacement (95% done)
Pages: [1]
  Print  
 
Jump to: