Author Topic: New Map: Garden's Tale ||Final Release!  (Read 12747 times)

_burnt

  • Autococker
  • Posts: 698
New Map: Garden's Tale ||Final Release!
« on: April 14, 2009, 11:28:40 AM »
Final Release



Hi! This is the 5th map which i have made, but this one i made with Spartax. It's 2 flag CTF with multiple routes.

There are 2 kind of spawns: 1.carbine, large empty and loaded co2, full 100 hopper, chrome barrel. 2. spyder, large empty and loaded co2, full 200 hopper, chrome barrel.

You have granted with 4 autocockers, 2 in pretty open place( with these, there are 200 hoppers), 2 somehow hidden autococker, go and find 'em! 3 steel barrels are in the mid area.

Sun is screwed up, already knew that.
« Last Edit: July 02, 2009, 08:50:00 AM by JeeJee »

ip0d

  • VM-68
  • Posts: 190
Re: New Map: Garden's Tale
« Reply #1 on: April 14, 2009, 11:40:36 AM »
all of yr maps are amazing =p

_burnt

  • Autococker
  • Posts: 698
Re: New Map: Garden's Tale
« Reply #2 on: April 14, 2009, 11:50:09 AM »
Thanks Spartax too =) He made alot from the map.

RiMiNi

  • 68 Carbine
  • Posts: 418
Re: New Map: Garden's Tale
« Reply #3 on: April 14, 2009, 01:47:54 PM »
Things to fix

Little Crack.. misaligned brush?


I think the sloped brush should line up with the front of the house


Misaligned


Misaligned


The supports seem a little skinny..


Grass Texture? might be part of the misaligned wall from above?


Whats with the blocks of wood?


Also the base to mid to base speed jump seems a little easy, and is much quicker than everything else, although im sure it will get the feces lined out of it.

And you can hit your head on the ceiling when doing the speed jump.

Also what is the point of the smoke in the tunnel? I dont get where its coming from..

Also the lighting is boring, it barely seems like there is any.. try to make it more.. dramatic

Other than that, good work! :)

EDIT: i found another misaligned brush. Going from the base to the mid (speed way) you will see along the wall a misaligned brush on the left side

Also i realized what all the smoke is from, a fire, which is not visible since there is too much smoke..
« Last Edit: April 14, 2009, 02:13:24 PM by RiMiNi »

RoBiNandL!nk

  • Autococker
  • Posts: 571
Re: New Map: Garden's Tale
« Reply #4 on: April 14, 2009, 03:42:46 PM »
i would stop spamming maps out of no where and finish your maps completely and master then so they're to their fullest

KI3S

  • 68 Carbine
  • Posts: 475
Re: New Map: Garden's Tale
« Reply #5 on: April 14, 2009, 05:35:52 PM »
I'm always impressed with your maps and many of them seem like they could be great for gameplay (except the forgotten caverns :) ) Couldn't really find much else wrong with it that wasn't pointed out by Rimini but I found one :P







In the second screenshot I was showing the flags. Maybe its just me but I don't like how the yellow flag has red in it and the red flag has yellow in it. It makes it a little confusing.




Edit: Flag one doesn't have the other teams color in it but I still don't like the 2nd flag :)

RiMiNi

  • 68 Carbine
  • Posts: 418
Re: New Map: Garden's Tale
« Reply #6 on: April 14, 2009, 06:13:52 PM »
I think that looks neat Ki3s :) and you should download the CTP textures :D

Fuzz Ball

  • VM-68
  • Posts: 145
Re: New Map: Garden's Tale
« Reply #7 on: April 14, 2009, 08:22:18 PM »
Nice map but yes, the lighting seems boring. Try playing around with the sun settings again. ;D

_burnt

  • Autococker
  • Posts: 698
Re: New Map: Garden's Tale
« Reply #8 on: April 14, 2009, 10:54:38 PM »
Do you think there's too much smoke in the cave? It's easy to get away of some. When i made fastvis rad the smoke was really thin, and when i made the final compile it came little too thick. But thanks for pointing those out, and those wood blocks i'll change to hay i think. But about the lightning, i don't know what i'm doing wrong!! I tried to fix those settings for 3 hours one day and other 2 hours in other day. I can post my sun settings here, if you wan't look at them.

BTW, i wouldn't have done this map if Spartax wouldn't had asked to me.

Oh and RiMiNi, your 5th pic wont load up on me :(

KI3S

  • 68 Carbine
  • Posts: 475
Re: New Map: Garden's Tale
« Reply #9 on: April 14, 2009, 11:07:35 PM »
Seemed like a ton of smoke for me. Rimini's 5th screenshot was of this :)

Which I agree look a little thin.



And I noticed this too. Got stuck here a couple times in between the box and the wall.



Bix

  • Autococker
  • Posts: 720
Re: New Map: Garden's Tale
« Reply #10 on: April 14, 2009, 11:44:39 PM »
You could remove some clutter, hard to get any speed or rhythm before you just run into something

Fuzz Ball

  • VM-68
  • Posts: 145
Re: New Map: Garden's Tale
« Reply #11 on: April 14, 2009, 11:49:03 PM »
I don't know anything about lighting settings... when Jitspoe sees this then he can probably give the advice. :)

Rimini's 5th screenshot was of this :)

Which I agree look a little thin.


Yeah that's really thin. It looks thin enough for a player to be able to ram it and it would fall. ;D

anson

  • PGP
  • Posts: 13
Re: New Map: Garden's Tale
« Reply #12 on: April 15, 2009, 06:13:33 AM »
Yeah that's really thin. It looks thin enough for a player to be able to ram it and it would fall.
ye.

_burnt

  • Autococker
  • Posts: 698
Re: New Map: Garden's Tale
« Reply #13 on: April 15, 2009, 09:21:56 AM »
Please not in my thread :( Soon you will be arguing was he trying to rack his post count up or not. But on topic, personally don't think that they are too thin, cause that's just a shelter. It souldn't need mouch to support and it could be attached too the rock. But i'll change it if you want so...

Bix

  • Autococker
  • Posts: 720
Re: New Map: Garden's Tale
« Reply #14 on: April 15, 2009, 11:00:53 AM »
I personally think correct gameplay needs to come before looks. From hopping around on this map it is nearly impossible to get speed as the map is constantly turning with multiple obstacles in the way.

_burnt

  • Autococker
  • Posts: 698
Re: New Map: Garden's Tale
« Reply #15 on: April 15, 2009, 11:12:47 AM »
Of course gameplay comes first, no one has said anything else. But i'm sorry that i didn't notice your post. My attention went to Fuzz Ball's post. And KI3S, you'r second pic wont load. But do you mean that small box, above is a window?

Bix

  • Autococker
  • Posts: 720
Re: New Map: Garden's Tale
« Reply #16 on: April 15, 2009, 12:58:37 PM »
Maybe smooth SOME parts out and remove SOME boxes etc to make the map flow more.

_burnt

  • Autococker
  • Posts: 698
Re: New Map: Garden's Tale
« Reply #17 on: April 15, 2009, 01:00:31 PM »
What do you mean by smooth? If you mean making ground flat, that's something i hate.

KI3S

  • 68 Carbine
  • Posts: 475
Re: New Map: Garden's Tale
« Reply #18 on: April 15, 2009, 01:31:47 PM »
And KI3S, you'r second pic wont load.


Second picture of which post? And I agree with Bix it did seem kinda too many obstacles. I don't think he means making the ground flat he means takes some things out that are unneccessary and would help make speed alot easier so you didn't keep hitting things.

_burnt

  • Autococker
  • Posts: 698
Re: New Map: Garden's Tale
« Reply #19 on: April 15, 2009, 01:40:34 PM »
Oh, nothing anymore, it loaded. Just took rest of the evening... I understood the part taking obstacles of and i agree, but he said "Smooth out", so i thought that he meant making ground flat. But nothing more about that. Speed jump needs some fixing too, so it's not like the primary way used like in Shazam series, so if you have any ideas tell me.