Enough from flying Platform maps

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Re: Enough from flying Platform maps

Post by Soviet » April 9th, 2012, 12:13 am

Sonic wrote:
x0ozero0x wrote: There are still quite a few new players visiting the servers everyday and it's not really a good example of jumping for them when they are bombarded with the super difficult maps straight away.
Not gonna add more, exactly my thoughts.
And many suggestions have been put forth to divide the servers based upon difficulty, effectively having lower level jumping servers and higher level jumping servers. While I'm all for catering to new players who want to learn to jump, limiting the fun experienced players can have based on the needs of beginners is just as selfish as using super difficult maps in the rotation.

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Re: Enough from flying Platform maps

Post by Rezil » April 9th, 2012, 1:02 am

F |Madness| U wrote:Also I would love to see more jump maps with exploration and perhaps storyline (similar to one of Rezil's recent maps I think?)
You have to understand that my way of mapping takes lots of time and experience so don't expect the average mapper doing his first jump map to have complex scripting/custom fx/all the other details that go with a good map. Even I have reduced myself to basically a map per year because of time constraints/perfectionism. Now that being said, you should expect a map to follow some basic mapping guidelines eg. using floor textures on an actual floor and not a wall, splitting gigantic cube shaped rooms into smaller sections, use of caulk etc.

Basically it comes down to who will put the most effort into mapping, the ones who are willing to invest are the ones whose maps are going to be played more often than someone who makes mp_floatingplatformswithnoeffort_v9.
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Re: Enough from flying Platform maps

Post by BeZZo » April 9th, 2012, 2:41 am

Rezil wrote:Basically it comes down to who will put the most effort into mapping, the ones who are willing to invest are the ones whose maps are going to be played more often than someone who makes mp_floatingplatformswithnoeffort_v9.
The sad thing is that the most of the newer maps made have their names exactly like you said. :|

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Re: Enough from flying Platform maps

Post by Drofder2004 » April 9th, 2012, 4:46 pm

The maps do not require a theme to be good, there is a solution to "floating platofrm maps" and this is simply, connect the the platforms to something.

If you have 3 floating platforms directly in a row, add 2 walls, a ceiling and a floor. Extend the floating platforms down to the floor and left/right to connect to the walls... and then texture it all, add a little light and done.

If you have a 'bounce' platform at an angle. Change it from a rotated platform to a triangle. Texture the front of the triangle with something colourful and the back with a wooden texture. Make sure the bounce area is all touching the floor.

These are very simple to map, will take no more than 3 minutes extra per object and does not involve thinking about a theme.

Not only have you solved the floating platform issues, you have just solved "direction" issues also (which most of these maps have).

-

The best example of this practice to change a map is "mp_jump" from vCoD. Effectively, all that map was was floating platforms contained inside/around a building.
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Re: Enough from flying Platform maps

Post by Hoogie » April 9th, 2012, 10:46 pm

RAGEQUiT wrote:
O/S/T-M/O/B wrote: .... i think a cool easy style of mapping is the minecraft style. i get my map idea for mp_go_home from this video http://www.youtube.com/watch?v=CXxSz2fUMG0 easy to build it in cod4 compile tool and not much work ....
do not steal my idea ost :D
http://de.xfire.com/video/4b8b80/ , already got pickaxe, sword, rain, day- & nightcycle, chests & what not .
Believe me it´s hard to map in minecraft style :b

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That is awesome. You can also just have a door which fell against a wall to create bounces for example ;)
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Re: Enough from flying Platform maps

Post by Mirko » April 10th, 2012, 8:47 am

Another solution to having different jumping difficulties could be what downhill mountain bikers (like me :D) call B-Lines.
in a map u have to original route but if some bounces or strafes are extremely hard then there should be a b-line
the b-line is meant to be easier. the good jumpers can still do the advanced route and the less experienced can take the b-line

Another reason for b-lines is having a 125 fps line. if one jump requires 333 fps and the person cannot reach that fps then there should be a 125fps b-line which is of the same difficulty.

whats everyones thoughts on this idea?

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Re: Enough from flying Platform maps

Post by Drofder2004 » April 10th, 2012, 12:08 pm

Zombie wrote:whats everyones thoughts on this idea?
Its an idea that is in extreme practice - Hard route and easy route. It would be a good idea to introduce 'b-lines' that only bypass a jump at a time.

My only criticism of this would be the elitism that comes with jumping. Anyone seen taking the 'b-line' will be accused of "taking the easy route" or "not completing the map properly".
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Re: Enough from flying Platform maps

Post by Drofder2004 » April 10th, 2012, 12:18 pm

KillerSam wrote:What ever happened to jm_denmark :?: :!: :?:
It was over-hyped and not an amazing map. It had some cool features such as a grenade basketball and an Indiana Jones run but overall it was no more than a 3/5.
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Re: Enough from flying Platform maps

Post by megazor » April 10th, 2012, 1:35 pm

no theme 1-2-3-2-1 maps are not necessarily bad, but if all jumping maps are those, it is bad.

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Re: Enough from flying Platform maps

Post by O/S/T-M/O/B » April 10th, 2012, 2:15 pm

Zombie wrote:Another solution to having different jumping difficulties could be what downhill mountain bikers (like me :D) call B-Lines.
in a map u have to original route but if some bounces or strafes are extremely hard then there should be a b-line
the b-line is meant to be easier. the good jumpers can still do the advanced route and the less experienced can take the b-line

Another reason for b-lines is having a 125 fps line. if one jump requires 333 fps and the person cannot reach that fps then there should be a 125fps b-line which is of the same difficulty.

whats everyones thoughts on this idea?
did that on mp_yo_v1 i made there a easy way around some hard bounce easy way was longer but easyer to only skip 1 bounce. i agree with you zombie for me is it the best idea to make a easy and hard way map with only 1 way to finish

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Re: Enough from flying Platform maps

Post by [SoE]_Zaitsev » April 10th, 2012, 4:32 pm

Zombie wrote:Another solution to having different jumping difficulties could be what downhill mountain bikers (like me :D) call B-Lines.
in a map u have to original route but if some bounces or strafes are extremely hard then there should be a b-line
the b-line is meant to be easier. the good jumpers can still do the advanced route and the less experienced can take the b-line

Another reason for b-lines is having a 125 fps line. if one jump requires 333 fps and the person cannot reach that fps then there should be a 125fps b-line which is of the same difficulty.

whats everyones thoughts on this idea?
Cool idea, first time I heard of this.
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Re: Enough from flying Platform maps

Post by O/S/T-M/O/B » April 10th, 2012, 4:46 pm

http://www.youtube.com/watch?v=pj8cbC2Y ... r_embedded#! nice video to make a map step by step

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Re: Enough from flying Platform maps

Post by Koj » April 11th, 2012, 11:15 pm

schickes video
zum glück gehen mir die ideen nich so schnell auß
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Re: Enough from flying Platform maps

Post by Chucky. » June 22nd, 2012, 5:34 am

Am I a bit late on this topic? Well, I'm going too post anyways. I personally think there is three kinds of jumpers;

1) Pussys
2) People who like a good themed map (a bit hard)
3) Hardcore Jumpers

(I don't mean too offend anyone here, I'm just giving out my opinion).

Prison Break, Lighthouse, Portal, Canyon, Sonic etc are fantastic maps, mainly because of the theme. People like FPS switching, they want hard jumps & they want too see how high they can really get. I gotten into Strafing in 2001, the first few weeks I started too play Soldier of Fortune. [R'dam] was the dudes who made the first ever jump maps on that game (I'm pretty sure it was first ever period). In those days there was no save points, load points, teleports, Gravity Gun etc. In those days it was jump hard or fail, start the entire map over again. Even if you failed the last jump. Those days there wasn't bouncing as far as we knew, it was just pure strafing. Everything was different, like strafing was best with 250 FPS, not 125. All I'm saying is that people like a challenge, yes a good themed map is awesome too 'look' at, where does the fun come in it? I appreciate the talent people have in making a good themed map, Crago, DanTheMan, Xenon etc. I just don't understand why people want too take the challenge away, I personally want too see jumps get bigger & harder, even if that does include FPS switching. I don't understand how people think FPS switching is 12312312312312313334565634, it isn't like that. That's taking it way out of concept, the biggest FPS switch I have ever done (completing most maps) is 2323 or maybe 12323. That's four to five switches, not 200.

Sorry for running my mouth just too push one point accross, just saying I like a challenge & love too have fun, if a good themed map can be made aswell as extreme jumps, count me in xD

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