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Author Topic: Full_Korbe's mapland : Waiting comments  (Read 22934 times)

[GA] Oopie

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Re: Full_Korbe's maps : Last : ctf_hiddenfort
« Reply #15 on: November 21, 2010, 04:07:03 pm »

I think  that there is a slight problem with the 1 path entrance.  I suggest connecting the lower path the under the spawn area.  It seems just way too hard to get in :c I don't know how you'd change it exactly. The spawn placement there makes it really hard to work with.
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Full_Korbe

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Re: Full_Korbe's maps : Last : ctf_hiddenfort
« Reply #16 on: November 25, 2010, 03:31:25 pm »

I've made five versions of ctf_hiddenfort :
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

aftershockpivot

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Re: Full_Korbe's maps : Last : ctf_hiddenfort
« Reply #17 on: November 26, 2010, 01:08:36 pm »

Classic is still the best
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Lemonade

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Re: Full_Korbe's maps : Last : ctf_hiddenfort
« Reply #18 on: November 26, 2010, 02:10:04 pm »

Classic is still the best
^
Also you forgot the bottom left white pixel, it gets screwed up because of the inverted wallmask
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i already have a pet that follows me around 24/7
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you may have seen it

Full_Korbe

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Re: Full_Korbe's maps : Last : ctf_hiddenfort
« Reply #19 on: November 27, 2010, 05:42:54 am »

For me, ctf_hiddenfort is finished. I repost the wallmask, but I believe it's good (and the last map is in the first post, Maruhai will compile it).


If a map is finished, it's my duty to start another one ! So here is cp_woodvalley. I wanted to make a less cramped map, and a cp too. I think it's weird, but well balanced :
« Last Edit: November 27, 2010, 05:45:32 am by Full_Korbe »
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au

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Re: Full_Korbe's maps : Last : ctf_hiddenfort
« Reply #20 on: November 27, 2010, 12:14:57 pm »

I'd tone down the green a little
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gg2=lag
am i cool yet

aftershockpivot

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Re: Full_Korbe's maps : Last : ctf_hiddenfort
« Reply #21 on: November 27, 2010, 03:50:38 pm »


I would tone down the colors so they're more washed out, and I love the idea of wooden planks you can jump on.
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Full_Korbe

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Re: Full_Korbe's maps : Last : ctf_hiddenfort
« Reply #22 on: November 27, 2010, 03:51:45 pm »

Like with this ?

aftershockpivot

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Re: Full_Korbe's maps : Last : ctf_hiddenfort
« Reply #23 on: November 27, 2010, 03:55:42 pm »

Like with this ?

Also make the horizontal planks (the supports) more washed out than the ones you can stand on.
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Full_Korbe

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Re: Full_Korbe's maps : Last : ctf_hiddenfort
« Reply #24 on: November 28, 2010, 05:44:08 am »

Here it is :

[GA] Oopie

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Re: Full_Korbe's maps : Last : ctf_hiddenfort
« Reply #25 on: November 28, 2010, 11:06:11 am »

Although it looks tedious to navigate the newest map it looks nice. You are definitely Improving. I really only suggest going for a "less is more" approach.  Honestly people enjoy more open and well designed areas more so they have room to maneuver.  Another good idea is to make  the paths in the middle meet at less paths because it forces fighting which is one way to make people enjoy playing on them since killing is one of the more sought after parts of playing. 

I will say that you have improved.  And these are looking really nice now. :z6:
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Full_Korbe

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Re: Full_Korbe's maps : Last : ctf_hiddenfort
« Reply #26 on: December 02, 2010, 02:58:16 pm »

I've tried it :
I add a new way to climb from the ground and I remove many platforms, to space a little this map.

CrazNoDale

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Re: Full_Korbe's maps : Last : ctf_hiddenfort
« Reply #27 on: December 04, 2010, 11:46:21 am »

Your Hiddenfort is borked
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Full_Korbe

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Re: Full_Korbe's maps : Last : ctf_hiddenfort
« Reply #28 on: December 05, 2010, 02:20:04 pm »

If someone wants to compile it, I post the WM and the BG :
(click to show/hide)

And here are the WM and the BG of cp_woodvalley to. Once again, I can't compile it (when I want to start GG2 from Garrison Builder it... bugs), so if someone wants to compile this map :
(click to show/hide)

Maruhai

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Re: Full_Korbe's maps : Last : ctf_hiddenfort
« Reply #29 on: December 08, 2010, 03:42:10 pm »

Compiled cp_woodvalley and ctf_hiddenfort, enjoy the maps. :z6:
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