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Topic: [MAP] ctf_amazonia

Yet another map by your least favorite mapper, Nilaya!

Overview

Overview

Overview

Overview

Download

Stats:
Grenades - 4
Shotguns - 4
Lasers - 2

Hearts - 20
Shields - 20

Intended for 3v3. If you can't see in the screenshots, there is some light rain falling in the background. smile Enjoy.

2 (edited by 2012-05-10 22:04:47)

Re: [MAP] ctf_amazonia

really liked your map Nilaya great movement on it, and good placements

btw zgokee capped a 4.7. also we played 2 v2 just now and it seemed pretty balanced (tho 3 been better)

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Re: [MAP] ctf_amazonia

Nice, I knew someone could get under 5. It's pretty hard to do though unless you're really trying and you have clear space.

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Re: [MAP] ctf_amazonia

I really enjoyed the map! It was was fun to play on and a nice challenge on fastcap. Under 5 didn't seem too bad big_smile I believe I got 5.9 with hook only hehe.

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Re: [MAP] ctf_amazonia

We are hosting your map now on our *gV* - community server!

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Re: [MAP] ctf_amazonia

Also... added the map to teerace global ranking servers smile

uptee - a simple web interface for hosting and maintaining teeworlds servers
teerace - a website gathering results of trusted Race-mod servers providing global ranking and statistics
*gV* rox ^^

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Re: [MAP] ctf_amazonia

Thanks for the adds guys! big_smile I'm glad people seem to be enjoying it.

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Re: [MAP] ctf_amazonia

would be great ig u could fix high detail btw ^^

uptee - a simple web interface for hosting and maintaining teeworlds servers
teerace - a website gathering results of trusted Race-mod servers providing global ranking and statistics
*gV* rox ^^

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Re: [MAP] ctf_amazonia

What do you mean? Removing high detail takes away the rain, the jungle midground and the doodads. I left the jungle background part just to have something there so it doesn't look like garbage on low detail.

10 (edited by Slayer *gV* 2012-05-11 18:48:15)

Re: [MAP] ctf_amazonia

Low detail = garbage style tongue

Btw we've played some matches now..some possible improvements:
- just 1 rifle in the mid (like in ctf3)
- remove unhookable-tiles (at least in the middle, they disturb smooth movements)
- make the map smaller, ways are too high/big for 3x3
- minimize the bases, they are too large (+remove the highest spawn point, maybe the plateau at all?)

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Re: [MAP] ctf_amazonia

Slayer *gV* wrote:

Low detail = garbage style tongue

Btw we've played some matches now..some possible improvements:
- just 1 rifle in the mid (like in ctf3)
- remove unhookable-tiles (at least in the middle, they disturb smooth movements)
- make the map smaller, ways are too high/big for 3x3
- minimize the base, they are too large

1. Having the rifle in the middle defeats the purpose of having a rifle in the first place. You will want to have it before you pass through to the middle in order to get a good shot off. Putting the rifle in the middle would basically make obtaining it a luck of the spawn rather than having two on either side. It's not like ctf3 where you can control the middle of the map in order to win the battle for it.

2. Unhookables in the middle are there purposely to slow down what would otherwise be a really fast and easy swinging point. Not sure what the harm is of the unhookables in the base. It's just some variety and they aren't in a super crucial area of the base.

3. I have a hard time believing this honestly. If it's too big then play 4v4, but I thought it would play nicely 3v3. It's not much bigger than ctf3.

4. You'll have to give a better reason for the base. 1 good defender can easily hold it, but that really isn't the point. The majority of gameplay should naturally ocurr outside the base. There's no where to hide/circumvent with the flag in the base anyway so its size is kind of important. Entities are spread out for a reason especially in relation to the spawn points.

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Re: [MAP] ctf_amazonia

Slayer *gV* wrote:

Low detail = garbage style tongue

Btw we've played some matches now..some possible improvements:
- just 1 rifle in the mid (like in ctf3)
- remove unhookable-tiles (at least in the middle, they disturb smooth movements)
- make the map smaller, ways are too high/big for 3x3
- minimize the bases, they are too large (+remove the highest spawn point, maybe the plateau at all?)

sth I wanna add smile
-better positions for the spawn point cause if u die as deffer u spawn on the totally left or right which is really annoying and so it become hard to catch the flagger
-also reduce the amount of unhookable tiles in the base, it's more annoying than useful hmm
-As deffer it's too easy with having all weapon(laser, shotgun, grenade) almost the whole game, so I could sometimes def them in their prebase \o/

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Re: [MAP] ctf_amazonia

Nilaya wrote:

What do you mean? Removing high detail takes away the rain, the jungle midground and the doodads. I left the jungle background part just to have something there so it doesn't look like garbage on low detail.

low detail is meant to look crap. All what is not needed to play should be high detail so that the only thing left without high detail is the background, the deathtiles, the unhookables and the main tiles.

uptee - a simple web interface for hosting and maintaining teeworlds servers
teerace - a website gathering results of trusted Race-mod servers providing global ranking and statistics
*gV* rox ^^

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Re: [MAP] ctf_amazonia

BeaR wrote:

sth I wanna add smile
-better positions for the spawn point cause if u die as deffer u spawn on the totally left or right which is really annoying and so it become hard to catch the flagger

Ok since you brought this up I have a problem with this reasoning. Why should an attacker have to kill the same defender multiple times just to get out of the base? It's a fundamental aspect of the game that I personally find flawed and so all of my maps generally have spawns set up this way. There is no spawn between the flag stand and the entrance for this very reason.  If as the attacker you make the necessary kill to get the flag, then you are rewarded with easy access out of the base.

As for unhookables, again that's purely subjective. They are a part of other ctf maps and I see no reason why they shouldn't be allowed to exist in the base.

I am leaving the map as it is. mad



cool

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Re: [MAP] ctf_amazonia

Thanks for your co-operation.

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Re: [MAP] ctf_amazonia

You're welcome.