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Author Topic: Derpduck's Map Thread  (Read 44848 times)

Derpduck

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Derpduck's Map Thread
« on: June 06, 2011, 02:32:46 pm »

Derpduck's Map Thread

CTF



CP



ARENA



GENERATOR



KOTH



DKOTH



JUMP MAPS
RJ
(click to show/hide)

DJ



OTHER
(click to show/hide)
(click to show/hide)
(click to show/hide)
« Last Edit: November 09, 2015, 04:20:35 pm by Derpduck [LORD] »
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Bananaman

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Re: cp_blueoffices_v7
« Reply #1 on: June 06, 2011, 02:37:13 pm »

This. Plus I think you should just make a thread where you have all your maps. It would be better organized.
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Derpduck

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Re: cp_blueoffices_v7
« Reply #2 on: June 06, 2011, 02:38:02 pm »

yes but I want a tread just for this one

[GA] Oopie

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Re: cp_blueoffices_v7
« Reply #3 on: June 06, 2011, 03:28:52 pm »

First I can't tell you anything about the map, I don't see it?

Second, do not make multiple threads for all your maps, especially if it's just another version...  It isn't for your sake, but for the other mappers, it just uses space and makes everything a bigger problem than it should be.  When having one single thread would be so much better, why even make so many? 
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Derpduck

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Re: cp_blueoffices_v7 Fixed
« Reply #4 on: July 15, 2011, 10:16:37 am »

fixed it

Bananaman

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Re: cp_blueoffices_v7 Fixed
« Reply #5 on: July 15, 2011, 10:23:34 am »

Just saying it looks absolutely huge. I would guess Sniper = OP.
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Derpduck

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Re: cp_blueoffices_v7 Fixed
« Reply #6 on: July 15, 2011, 10:24:44 am »

i always end up making my maps too big
dimentions 894x380

Full_Korbe

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Re: cp_blueoffices_v7 Fixed
« Reply #7 on: July 15, 2011, 11:43:52 am »

That's not really dimensions (altough heigh is very high), but the map itself. It seems like players are dwarves in a giant world with those giant open spaces, giant slopes and giant straight lines.
In fact, it seems a little like if cp_jake had been extended by its height. I guess you can try to reduce the height some buildings, the rest would come... But it's by no mean bad.

« Last Edit: July 15, 2011, 04:09:23 pm by Full_Korbe »
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Derpduck

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Re: cp_blueoffices_v7 Fixed
« Reply #8 on: July 15, 2011, 12:32:36 pm »

Ok thanks i will try to at least make 1 good map out of about 15

Derpduck

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Re: By popular demand... Derps Map thread cp_blueoffices_v7 Fixed
« Reply #9 on: July 20, 2011, 08:52:10 am »

here is another bad map that I made a while ago
too many boxes alert
(click to show/hide)
« Last Edit: August 27, 2011, 10:08:37 am by Derp(new) [RA] »
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Lemonade

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Re: By popular demand... Derps Map thread cp_blueoffices_v7 Fixed
« Reply #10 on: July 20, 2011, 11:23:55 am »

This is still a lot better than your first maps, but please, keep a part of ctf_truefort or whatever official map next to yours when you work on it so you have an idea of the proportions.

Something that I notice a lot in your maps, too, is that you tend to make 1 pixel-thick lines. This is annoying because you can't tell if something is completly solid or if you can get inside it from somewhere.
Thus, some parts are completly irrealistic.
Try to describe most of the structures in your map while thinking about how they're solid. For example, the first map's first point is on a simple line which could be the floor of a building. This sounds realistic for now, but the pillars supporting the building are solid- but can still be gone through ! This makes no sense, right ?
Try viewing your maps like you were the in-game characters, but in first person. How would the spiral-shaped passageway in the third stage look like ?
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Derpduck

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Re: By popular demand... Derps Map thread cp_blueoffices_v7 Fixed
« Reply #11 on: July 20, 2011, 11:25:00 am »

ok

Derpduck

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alright I made a new map

ILF

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Looks a lot better than your previous maps. Make sure there's a wall on the side so people don't jump out of the map. Also, in the highest two buildings, what's the use of the dead end lower room?
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Derpduck

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well i suppose you could camp there but ill fix that
thanks
« Last Edit: August 10, 2011, 01:38:29 pm by Derp(new) [RA] »
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