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Author Topic: pul1ffa - hit the ground running  (Read 35814 times)
pulchr
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« on: November 13, 2010, 07:33:53 AM »

some screens from a map in the making. after working quite a lot on pul4ctf i felt that i had to do something else for a while.

this is meant as a fun ffa map - mindless fragging.


there are jump pads and launch pads all over the place.


it's mirrored and if mirrored again it could be turned into a ctf map as well.


the platform with stripes goes up and down between the four floors.


the orange wall texture is a placeholder but i kinda like the colours Smiley
« Last Edit: November 30, 2010, 04:45:02 AM by pulchr » Logged
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« Reply #1 on: November 13, 2010, 07:40:04 AM »

man man man you already know what I think of these things Cheesy Very good work ...
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andrewj
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« Reply #2 on: November 13, 2010, 08:10:16 AM »

It looks great, very distinctive Grin

However it also looks completely symmetrical, and my gut feeling is that that is not ideal for FFA maps (for CTF maps, definitely, but not FFA).  I wish I could be more helpful and say more precisely what's wrong, but I can't explain it right now.  Maybe it's just me Smiley
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Gig
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« Reply #3 on: November 13, 2010, 08:28:51 AM »

Maybe it could be good for Harvester, placing the skulls receptacles in two platforms on the upper level, and the skull generator on the lower level...
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pulchr
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« Reply #4 on: November 13, 2010, 08:29:36 AM »

However it also looks completely symmetrical, and my gut feeling is that that is not ideal for FFA maps (for CTF maps, definitely, but not FFA).

i've got an idea on how to make it a bit more interesting in layout. that will also remove the mirrored thing. will have to look though, if it's really a good idea Cheesy
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Udi
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« Reply #5 on: November 13, 2010, 10:23:53 AM »

Pretty colours Cheesy! It looks fun!
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Neon_Knight
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« Reply #6 on: November 13, 2010, 10:27:15 AM »

Maybe it could be good for Harvester, placing the skulls receptacles in two platforms on the upper level, and the skull generator on the lower level...
Or Double Domination, with one point in the single platform and the other in the very upper level. Tongue
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fromhell
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« Reply #7 on: November 13, 2010, 09:10:16 PM »

Multiply it by two and color it appropriately, and you've got a good stand-in for bubctf1
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WingedPanther
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« Reply #8 on: November 13, 2010, 11:08:09 PM »

I think it looks good.  I kind of like symmetry in maps, especially space ones.
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Neon_Knight
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« Reply #9 on: November 14, 2010, 06:50:12 AM »

Since remakes are going to be cut from the later full releases, this one can act as the wrackdm17 replacement.
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pulchr
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« Reply #10 on: November 17, 2010, 06:02:20 PM »


i added an extension to one platform. two launchpads hurls the player to the surface and then sliding up the wall.


the floor texture on the sloping surface has a slippery surface that the players can slide up/down.
a texture with less grip will be used later.


there's a quad at the top and the little jump on the way down can be used to drop down to the horizontal teleporter.
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BlankBruno
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« Reply #11 on: November 17, 2010, 07:55:34 PM »

Personally, I like the look of this map and would love to try it out.  I tend to play CTF almost exclusively, but this would get me away from that for a while at least.  Smiley
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« Reply #12 on: November 18, 2010, 11:45:20 AM »

i added an extension to one platform. two launchpads hurls the player to the surface and then sliding up the wall.

the floor texture on the sloping surface has a slippery surface that the players can slide up/down.
a texture with less grip will be used later.

there's a quad at the top and the little jump on the way down can be used to drop down to the horizontal teleporter.
Sounds like a fun idea!
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pulchr
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« Reply #13 on: November 30, 2010, 04:44:40 AM »

i've been kinda stuck on this one for some time - but yesterday i began work on more final brushwork again. the next posted version will have changed a lot when it comes to the general layout. i've also decided to name the map "hit the ground running" Smiley
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AmDDRed
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« Reply #14 on: November 30, 2010, 12:31:23 PM »

Maps looks very cool. Kind of a Warsow style.
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Gerbil
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« Reply #15 on: December 05, 2010, 08:52:21 PM »

pulchr makes some of the greatest maps, can't wait to play this one Smiley
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Thor001
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« Reply #16 on: December 06, 2010, 08:49:31 AM »

Yep is very funny Smiley Is it downloadable?
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pulchr
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« Reply #17 on: December 06, 2010, 03:28:02 PM »

thanks gerbil, i hope i won't let you down on this one :>

thor - it's not ready yet. i'll upload something when it reaches that stage.
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Thor001
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« Reply #18 on: December 06, 2010, 03:45:25 PM »

ok Smiley
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PigCell
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« Reply #19 on: December 10, 2010, 01:20:06 PM »

I see where you got the slidy-slope idea from, definitely an underused mechanism. The theme is very appealing, too. You might want to consider extending some of those yellow pillars beyond the top level, so players there are not completely open (don' t know if there' s a railgun or not).
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pulchr
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« Reply #20 on: April 15, 2011, 08:01:26 PM »

some recent images of this map. it's very different from the last version i posted images of. the map is not mirrored down the middle anymore.


the pyramid shape in the center of the image is an indoor area, with four entrances.


there's a flat area on top of the pyramid with a bfg. above it there's a 16-ton weight hanging in the air. when a player reaches the top of the pyramid an alarm goes off and any player that shoots a trigger (bright red in the images) will drop the weight.


this area is somewhat untouched from the earlier versions.


this is the entrance to the indoor area from below. when a player goes up the jump pad the hatch will open.


two entrances to the indoor area.


main area indoors. players going down the teleporter vortex near the slippery slope will drop down from the teleporter exit up in the ceiling. on the far side there's a display showing if any players are up at the bfg.


this is the hatch where players come up from the lower entrance. pushing the lever between the two displays "hatch closed" will open the hatch and instead show "hatch opened".


main area from the opposite direction.

note that this is a pure fun map. it's probably not very balanced and the bots will not understand the weight - how to get there and neither use the slippery slope. so bot-play will probably not be that fun :/

i will try to make a playable version as soon as i can - but the shaders and texture folder is in a real mess at the moment...
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chaoticsoldier
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« Reply #21 on: April 15, 2011, 08:48:47 PM »

That looks really nice and I bet it will be fun. Can't wait to try out that slippery slope Smiley
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BlankBruno
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« Reply #22 on: April 16, 2011, 07:21:57 AM »

Beautiful map in my opinion.  Looks *very* fast paced and complex enough to allow several different fighting styles.  I'm looking forward to trying it too.  Cheesy
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fromhell
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« Reply #23 on: April 16, 2011, 07:29:36 AM »

When that weight goes down, we need to hear a tenreiha TONK noise
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

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Bane
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« Reply #24 on: April 16, 2011, 01:03:41 PM »

I have to say this map looks like it would be fun. I like the weight idea it seems just so wrong , but at the same time so right.  Evil
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