Topic: ctf6 Improvement Thread
Talk about what can be done to improve ctf6 in this thread.
chi1 ( ) thinks it would be better if the community discussed it without his interference.
You are not logged in. Please login or register.
Teeworlds Forum → Maps → ctf6 Improvement Thread
Talk about what can be done to improve ctf6 in this thread.
chi1 ( ) thinks it would be better if the community discussed it without his interference.
I actually thought chi1 is gonna do it. But nvm, ty.
I actually thought chi1 is gonna do it. But nvm, ty.
He will be reading all the suggestions/feedback.
In general, the map feels too wide and open which can easily cause someone to fall, unable to hook back to safety and that it's kind of annoying that there are absolutely no hearts in the base. That pretty much sums up my two major problems.
I'm going to post my version soon, i'm making last improvements. I made movement easier, added second way at mid, changed the pickup placement so that there's more hp at base, it's mixed with armor, and made really less pickups at mid. I made the spike field under base more narrow as well so you don't fall there after respawn.
UPD: here it is.
Screenshots:
Download: here
I also changed the map ctf6 a bit so it is playable better:
Changes to the movement:
My changes mostly were in the base: I tried to narrow everything a bit so the map is not as wide as it was before anymore. I also made the bases a bit higher so you can gain faster movement more easily. I also changed the movement in general so you can gain speed better and also can go the upper way a bit easier.
What I am not satisfied with:
The lower base entrance/exit. In my opinion it is still far to easy/fast to go in and out there. I couldn't really come up with a solution for that though.
Changes to the item placement:
I did not care about item placement a lot, I just moved some hearts to the base and added a new spawn point I think.
Summary:
All in all this is just an experiment, I don't know if this will work better than the original map, but I like the movement better now. I also think that many of the things var has done could be combined with my modification of the map. Also note that my changes mostly are about macro structure (referring to the ctf2 analysis thread).
Screenshot:
Download:
ctf6_modified_1.map
Notes:
I removed most of the graphic stuff so I don't have to mess around with it while mapping.
I'll try to be hosting a server with this map most of the time. The password will be ctf6.
AMN: Don't be so cruel, I believe if we do it right, we can make a great map out of it!
The best improvement this map can make is to be deleted from the official maps folder.
I know you're a notorious troll, but if everybody follows your behavior you're going to be stuck on playing ctf2 forever.
Either post some constructive comment or don't post at all, you'll be helping those guys who are trying to give YOU, the "highT++ level scene", another great map to play on.
I think ctf4 has more potential to be improved. Too much has to be changed on ctf6.
Amongst changes...
1. Moved base pits over which should result in fewer accidental deaths due to noobs who don't know how to hook. (Pits are far less forgiving to incidental contact than gaps in CTF5 for instance)
2. Extended flag platforms to allow easier hooking. In general this provides more fluidity and is much more forgiving in the case of noob hookers and grenade spammers.
3. Removed extra bump next to lasers in base. General movement issue solved here.
4. Raised platform near base pits, for the reason that there was too large of a gap between floor and nearest platform at that point. Should require one less jump and generally prevent blocking directly over pit.
5. Removed a couple tiles near hearts in the middle for the reason that they were generally causing problems maneuvering around.
6. Tightened the lower passage between the middle hill and the split resulting in much better movement in the case of lack of speed for whatever reason.
7. Extended platforms going upwards into the base from the top. Should result in fewer accidental deaths into pit down below.
8. Swapped hearts and shields so there are now some hearts in base, and some shields towards the middle.
I hope the original mapper, (chi11y?) takes a look at some of the modest changes I made which I think go a long way towards making this a more competitive map. As it is now, the pits and huge empty spaces scattered throughout the map really kill what might otherwise be a great map.
Nice job Nilaya
Nice Nilaya, I like it. I have it running on Ambience CTF. I like how you didn't make any real dramatic gameplay changes, but the smaller tweaks you made are nice.
Nater
Thanks Nater, Salad. I've been playing on the German CTF6 server for the last couple days which has helped me identify what it was that wasn't working with this map. I noticed a ton of tees just struggling to get through the map and tons of blocking due to slow vertical movement which caused a lot of accidental pit deaths even to flag carriers. I will say that I like the overall size and layout of CTF6 and the strength of the laser, it just needs a little noobifying to become more popular. It's quite the frustrating map for any self respecting noob.
I'd say any new version of ctf6 should have an alternate path in the middle.
Climbing the middle is a chore.
Of course the hill can be navigated easily if you have speed but if you run into another tee, get hit by a grenade, or just miss your hook you immediately come to a complete stop at the hill which is why I extended those platforms inwards. Recovery is now much quicker.
I'd say any new version of ctf6 should have an alternate path in the middle.
Climbing the middle is a chore.
Yah, it would be veryy convenient....
Teeworlds Forum → Maps → ctf6 Improvement Thread
Powered by PunBB, supported by Informer Technologies, Inc.
Currently installed 3 official extensions. Copyright © 2003–2009 PunBB.