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Author Topic: Full_Korbe's mapland : Waiting comments  (Read 9333 times)
[GA] Oopie
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« Reply #60 on: June 05, 2011, 10:38:42 am »


Just half of the map, but I want to just color BLU-part.

The only problem I can see with most of your maps is that sometimes they tend to get slope-y because of how much you change in height.  Also I noticed a trend of too many paths sometimes.  It's not always a bad thing to have numerous paths but when you could end up losing the point in battles between the entire teams with each other. With your more recent maps it seems like you've found your way around that but could use some polishing.

You are however very creative and I like that a lot. I want to see your newer maps tested.

Oh and one more thing, you need to work on your flag physics in medieval  hehe
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Full_Korbe
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Sometimes, you just need a little more maps


« Reply #61 on: June 05, 2011, 11:10:14 am »

Flags are made of wood, not in cloth. That's normal, I swear (or I stole them for ctf_stine and I'm too lazy to change them).

You are right Oopie, I often make too many paths (and it was worse on old maps), but whenever I see a path, I want to do an alternative one. And sometimes, I want to do an alternative path to the alternative path etc... And I'm very obsessed about rocketspamming (and before, the second point was way worst than that). I can remove some slopes (in the main building) but I'm afraid it would be still slope-y.

I've done a really quick example of changes I could make :

New WM would be in green. That's ugly but it's only to show those changes.
And thanks for your comments, they help me a lot.

EDIT : TakaRaivo is true, I would be better in C/P. Don't know if it would be 2CP or 3CP though (or even A/D CTF hehe). What do you think ?
« Last Edit: June 05, 2011, 11:38:50 am by Full_Korbe » Logged

[GA] Oopie
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« Reply #62 on: June 05, 2011, 11:51:07 am »



Green = OK Changes
Red = Don't Change
Light Blue = Doesn't need to but it's fine.

Yellow
1. This crate is fairly unnecessary the spam it stops is worthless compared to the mobility.
2. You could not get into this room with how close the crate on the left is, I changed the one on the right for a more reasonable placement.
3. Somewhat the same as two, maybe a few pixels to the right to make jumping out easier.
4. Again, same. It also make it easier to jump over off flat ground.
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[GA] Oopie
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« Reply #63 on: June 05, 2011, 11:52:23 am »

Flags are made of wood, not in cloth. That's normal, I swear (or I stole them for ctf_stine and I'm too lazy to change them).

I could work on that if you'd like?
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CrazNoDale
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« Reply #64 on: June 06, 2011, 03:24:24 pm »

The maps aren't working. Drolling

Cp_Medieval, Cp_Castleattack and Ctf_Doublebase don't work.
« Last Edit: June 06, 2011, 03:25:21 pm by CrazNoDale » Logged
Full_Korbe
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« Reply #65 on: June 07, 2011, 11:06:26 am »

Fuuu...
I've reuploaded cpmedieval, cpcastleattack, ctfdoublebase and cpwoodvalley. It should work.

Oopie : I would like you make it, I'm terrible at creating.
Anyway, cp_noname is nearly finished but... red defend. And it should be blu. So I'll recolor a large part of the map.

EDIT :
Thanks to Gimp, recoloring was quiet easy. This map was very nice to make, and I'm excited to see games on this map.
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CrazNoDale
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« Reply #66 on: June 07, 2011, 02:05:51 pm »







Something is wrong with these maps. I made sure this wasn't my computers problem by trying to run other maps.
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Derpduck [LORD]
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« Reply #67 on: June 07, 2011, 02:10:57 pm »

yes i was on doublebase a minuet ago with nodale and it was like that
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Agh
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« Reply #68 on: June 07, 2011, 03:00:06 pm »

The art is blurry, which means they got resized when you uploaded them.
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Full_Korbe
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« Reply #69 on: June 07, 2011, 03:34:22 pm »

Reuploaded once again. I forgot to unselect "Resize". Screw you Imageshack.
I tested, and it works. I hope it will work with you too. Or else, I will kill myself Drolling
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[GA] Oopie
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« Reply #70 on: June 07, 2011, 04:31:18 pm »

Protip: DON'T USE IMAGESHACK.  Download Dropbox or just use http://imgur.com
 c1

Btw about the flags, I'd make them pretty non detailed or would take a while. SO if someone offers to quickly do that than that would be much better..
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CrazNoDale
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« Reply #71 on: June 07, 2011, 09:35:22 pm »

They work now. Woot

Edit: I found a problem with Cp_Medieval, and Cp_Castleattack. Why are there random holes in the maps that once you go in you cant come out of? Also in Castle attack those things that make you fly around are really annoying, you should probably take those out. And on Castleattack the bridge doesn't look like bullets can go through it.

Edit: Oh and Desertbunker doesn't work
« Last Edit: June 07, 2011, 10:49:53 pm by CrazNoDale » Logged
Lemonade
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« Reply #72 on: June 08, 2011, 02:43:34 am »

They work now. Woot

Edit: I found a problem with Cp_Medieval, and Cp_Castleattack. Why are there random holes in the maps that once you go in you cant come out of? Also in Castle attack those things that make you fly around are really annoying, you should probably take those out. And on Castleattack the bridge doesn't look like bullets can go through it.

Edit: Oh and Desertbunker doesn't work
cp_medieval has some booby-traps and secrets. There was a serious version planned IIRC. According to him, he likes moveboxes, too.

Also why doesn't Desertbunker work ? Is the map invalid or are some things borked ?
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Full_Korbe
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Sometimes, you just need a little more maps


« Reply #73 on: June 09, 2011, 10:37:19 am »

desertbunker isn't compiled, I want to be sure the map is good before doing the WM (yup, I'm very strange).

About cp_medieval & castleattack, I removed traps, hidden secrets or other things. There were two hidden medcabs in cp_castleattack & a fake one, but they aren't reachable now. If you find something reachable, show me where it is exactly, because I'm sure I removed these things (but they are still in the BG, not in the WM). About the bridge... I will try to find a way to make them less "solid".

I've made moveboxes because they lead to another path to chokepoints without too many stairs / spam. I can remove them of course.
And some moveboxes block access to forward spawn (like in TF2, exit-only)

Edit : Removed moveboxes & players wall on cp_castleattack (replaced by wallmask)

---------------------------------

Edit 2 : cp_drybunker is compiled (see on OP) and here is a background for cp-atalia :
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Psychopath
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Stop telling me to do things


« Reply #74 on: June 09, 2011, 01:01:33 pm »

Putting team logos where the CPs are won't look very good when the other team caps the points because there'd be logos for both teams there, then.
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