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Re: [MAP] Blue's Maps

Update. I added ctf_oasis and dm_digging. The first one was my map for the mdc, a lot of effort put into it. The second one was made quickly. But I hope it isn't that bad.

Someone wanna host some of this maps? Some ppl here said there are too few good user-created maps. How about these? .. No, I'm not arrogant xD

It's nice that you like my maps alias. Have fun all. smile

void ..

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Re: [MAP] Blue's Maps

Blue, I will host your maps if you would allow me to.

-SALAD

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Re: [MAP] Blue's Maps

That would be awesome. Thank you smile

void ..

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Re: [MAP] Blue's Maps

Ok do you have skype? I can send you a message when they are up

-SALAD

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Re: [MAP] Blue's Maps

.. dalas check your forum messages, you got a letter.

If anyone else is able to host my maps, please do so. smile

void ..

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Re: [MAP] Blue's Maps

A short review for a ctf-maps: no mistakes done in actual pickup-placement and graphics, structure of the map is good in total, still i can find a lot of mistakes. First of all, movement on the map seems to be problematic: some ways and turns do not allow you to get high enough speed. Some places are just empty and need to be filled up with some kind of platforms or additional walls. The base structure seems to be ok at rainysmth, but oasis got a trouble with it: making the only possible way to get the flag is a bad idea, it makes def to just lock attackers in there and spam with grenades. And yeah, structure: try to not make linear maps, good map, even 3v3, needs more than 1 way between the bases.

Stay wild big_smile

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Re: [MAP] Blue's Maps

Nice review, var. I may accept if you say that some places dont allow you to get enough speed. It's right that there are some empty spaces, I think I know which places you mean.

I don't think it will happen very often that defenders "lock" attackers in the way near the flag, because there are actually two ways leading to the flag.

And I don't think it's bad to have only one way between the bases. Look at the official maps. 3 of 5 have only one way between the bases at at least one location. In this map you cannot hold this way because it is far too big and you pass it at high speed.

void ..

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Re: [MAP] Blue's Maps

The fact that the map is official doesn't yet make it good. I actually hate both ctf3 and 5, but i like ctf2 and 4. ctf3 is especially bad for the reasonn that the whole base is lower than the only exit. Respawning def just block you from the top and makes leaving a really hard task.

Yes, defenders will lock them very often, cause good tema will always put one defender near the flag, and he won't miss an opportunity to make an easy kill.

I'm too lazy to show that places on your screenshots, but i can tell you: both ways to leave the base to the middle gonna slow you down without using rocketjumps. Empty place gives you no possibilities to dodge, so you have two ways: lose the speed, fall on the ground and become able to dodge, or don't lose it and become an easy target. I'm sure people gonna choose first.

Stay wild big_smile

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Re: [MAP] Blue's Maps

@Var [TNB] ctf3 has a vertical exit of the bases to switch up the gameplay and make it interesting.

-SALAD

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Re: [MAP] Blue's Maps

Maybe thats the point .. ctf3 is unique. The question is wether it is bad just because it is unique instead of following the standards you would set. If you want to discuss on official maps further, do so in another topic pls, even if I lead the discussion into this direction wink

But var is right that my oasis has a boring structure at some points, because it is shaped in a strictly linear way with basically only two height levels and a bad structure at the bases. This will lead to imbalances as you said.

I'm too lazy to fix this because this would mean to do the entire map again from scratch. And I think you can also have a lot of fun on this map as it is now. But you motivated me to try another little ctf map.

Too much text smile
Blue

void ..

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Re: [MAP] Blue's Maps

Whatever, it's my opinion, i don't mind if you love ctf3 or not ^^

Stay wild big_smile