Topic: [MAP] iCTF map in beta test on HuH servers
Edit :
Second version of the map is now on HuH servers ! It's still called test_11 - damn that name rocks -
So, here is the list of modifications :
- tileset is now grass and external, so as to be more suitable since the final tileset is under construction
- an access to the bases (middle one) has been removed. This still let 3 access to the bases
- on top of the bases, the lower platform has been moved down / external, so as to avoid a little bit the attackers to camp on top of the ennemy base and fall down right on the flag
- generally speaking, paths are a little bit easier to take, which give the map a smoother impression
- there are more "big blocks" than before, which means less "straight lines", which leads to a better graphic layout, without compromising the fights and genreal gameplay.
Here's a pic :
And finally, I'd like to thanks all players who gave me feed back and encouraged me to make the first version of the map, and then to update it. Especially :
~{MS}~ Tho for the whole night we spent testing and updating the first version for the original release
~{MS}~ Adam for the original ideas I spoke with him when I was planning to map
|Zpote| Jo - Nightsoul - Jlou - LordSkeletom - Uphegon for the help and nice ideas they gave me for the second version
And of course, all the ~{MS}~ crue and staff.
Without all of you guys, nothing would have been done this way.
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Yeah, like it's said in the title. As some of you has noticed, in addition to mars, a new map has been added to the map rotation ont the all mighty HuH server. By now it is simply name ... test_11. Yah what a name haha
Whatever, I have created this map on the purpose the give fresh air to the instagib community, as we all felt that CTF2/CTF4 was not enough to give freedom to all gameplays and players. So, here are some specifications about the map (when speaking left / right, i'll be speaking about the left side of the map) :
- spawns : they has been thought so that when taking the flag and killing and opponent, you cannot get killed by a bug shot. More over, spawns barely give a chance to the opponent to come back on you for a second try while taking the flag. The only chance for the defender is to chase you while you come back to your base.
- speed corridor : on the very left of the base stands a long speed corridor with 'L' shape. This corridor has been made for the purpose to give plenty of chance to chase the flag carrier by giving defenders a great speed. Two spawns have been implemented in this corridor. Of course, this speed corrider is not the only way to get some speed on the map, but obviously, speed is not easy to find and master here. Train for the win.
- multiple ways : multiples paths have been included in the map so has to give everyone many ways to get out or in the bases. Some are easy to learn, some are hard to master. Some are speed paths, some are slow paths. Each one has pros and cons. But the thing is to give you all what you need to get into your own gameplay.
- brain using : as a multiple paths map, defenders and attackers will have to use all their brain skills to get in / out of the bases and defend the flags. Without thinking about what you are doing, you will just be dead meat here.
So here it is. The map is still being tested. By you all guys. And we need some advices to get it better and better. Ofc, all demands won't be taken into considerations, because some things have been made on purpose, others not. Moreover, please don't ask for tileset modifications. We want the map to be finished (gameplay / layout speaking) before making it eye candy made
So be free to speak with us here, or here if you got a MS forum account, Tho and I (Eve-mapper / Tho-first-tester-and-advices) will try to answer you as fast as possible.
Cheers!
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