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Author Topic: eureka, trestle, goodwater: lazugod's maps  (Read 11249 times)
Waterfall
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« Reply #90 on: August 24, 2010, 02:38:42 am »

Wow, the art is a huge improvement.

Few things:
1. What is the ground? At least make it a color ground would actually look like, not... light purple
2. The colors in general are a bit oversaturated.
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[nigs[ trog
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« Reply #91 on: August 24, 2010, 09:40:56 am »

1. What is the ground? At least make it a color ground would actually look like, not... light purple.
I think it's snow with some light shining on it.
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lazugod
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« Reply #92 on: August 25, 2010, 03:18:46 am »

Would the ground in this be better?
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lazugod
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« Reply #93 on: September 13, 2010, 05:18:07 pm »

Proposed wallmask changes.



Changes: staircase inside RED spawn; smaller vertical distance between paths outside of RED spawn; smaller buildings; smaller second point; smaller train; hopefully more obvious/useful sniping points.

Concerns: too many chokepoints; too many sightlines; top of buildings may be abused.
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Wherewolf
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« Reply #94 on: September 13, 2010, 05:30:59 pm »

[6:27:09 PM] Airman: hated that tunnel at the beginning, it felt too cramped and easy for rocketmen to abuse
[6:27:14 PM] Airman: so that change is good
[6:27:31 PM] Airman: hell
[6:27:34 PM] Airman: this is completely different
[6:27:36 PM] Airman: and i like it.

Definitely need to cut down some sightlines I think, but that's simple enough to edit by playing around.

If you're worried about choke points, maybe make the top route out of spawn have 2x2 pixels to force a lot of jumps (to make it take longer in exchange for bypassing the choke), but let it be used by all classes?

Overall, liking it.
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lazugod
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« Reply #95 on: September 20, 2010, 11:19:33 pm »

If you're worried about choke points, maybe make the top route out of spawn have 2x2 pixels to force a lot of jumps (to make it take longer in exchange for bypassing the choke), but let it be used by all classes?


That top route can already be used by everyone, though it is rather a tricky jump to make as heavy. The chokepoint I'm most worried about is right around the first point. It seems to attract rocketspam in a way I'm not sure how to lessen without simultaneously making it difficult to snipe the point.

Other notes: it really needs to be longer; considering adding bulletwalls to some parts on the right of the building; compiled version with art here; why do people not like muddy's map, sandrid? I like sandrid and I'd like to use it, or at least its first stage, as inspiration; the staircase to the train has a ceiling too low to jump properly; blu has difficulty jumping from the box.

CP_Eureka.

With three points, compiled:

Version with art stolen from beavercreek and yukon here.

With five points, compiled:


Bugs: everyone seems to like to deathmatch at the center point.
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Wherewolf
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« Reply #96 on: September 21, 2010, 01:47:12 pm »

Sandrid 1's sort of massive (takes forever to go from spawn to  cp3, it was built for forward spawns after all), and Sandrid 2 has the killbox pit (which I like, but whatever guys), and the 2nd cp is too easy to defend.
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Muddywater
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« Reply #97 on: September 21, 2010, 05:27:06 pm »

Again the 2nd cp was meant for forward spawns, also I made that final point very symmetrical so I could transpose it for other modes if you know what I mean.

Oh boy we're talking about my maps now

I'm thinking that the 3 cp version of eureka will be more successful since the 2nd and 4th points in the 5 cp version have no barriers or anything like that behind them, making it very spammy. Also the hills by the middle point look a little like they're in the BG instead of actual things to walk on.
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« Reply #98 on: September 23, 2010, 06:07:52 pm »

Gen_trestle wasn't compiled, so I removed from my server. Compile it and I will re-add it. Hey, be glad that my server was there to test it! Cheesy
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lazugod
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« Reply #99 on: September 23, 2010, 06:22:08 pm »

Pretty sure the map is compiled. Might it be a problem with the name (gen_trestle7 rather than gen_trestle)?
« Last Edit: September 23, 2010, 06:23:05 pm by lazugod » Logged

AcidLead
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« Reply #100 on: September 23, 2010, 08:00:06 pm »

Why haven't I been praising these maps earlier.

This is some good stuff, this stuff here.
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lazugod
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« Reply #101 on: September 30, 2010, 01:01:44 am »

Thanks, AcidLead!

CTF Tin



It's desaturated not because I wanted it to be (and not because ctf_noir is so awesome). It's desaturated because my attempt at coloring was so damn ugly it can go die.

Still working on trestle, still getting frustrated with goodwater.
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Washy
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no


« Reply #102 on: September 30, 2010, 06:39:58 am »

Is gen_trestle8 complied?
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lazugod
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« Reply #103 on: September 30, 2010, 03:39:41 pm »

Yep. This is the wallmask at this point:

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« Reply #104 on: October 03, 2010, 01:08:12 pm »

Just like to say that Eureka is a fun CP map.
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