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| The essence of CTB | |
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| Tweet Topic Started: Jul 24 2006, 07:55 PM (436 Views) | |
| The Moosehaunter | Jul 24 2006, 07:55 PM Post #1 |
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This moment is mine.
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I'm having trouble making good CTB maps. (though I don't play it anyway) Any tips? |
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| Knuckles83 | Jul 24 2006, 07:59 PM Post #2 |
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Shadow the Hedgehog with a gun? Badass, LAWLS!
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I don't know if this would help, but I think you should try and make a linear map, a basic CTB map. I'm sure if you make some linear/simple CTB maps, then surely you'll be good at it and then you'll be ready for complex CTB maps. Thats just my guess. BTW, Moose, did you play my VirtualTD map? Just asking. Didn't mean to go off topic? Hope the first paragraph helped! |
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| Knives | Jul 24 2006, 09:57 PM Post #3 |
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Hardcore Member
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A good example is lomnop's Into the Blue map IMO. It's made for ctb, and you can see that. It's one of the best ctb maps ever, IMO. So, what can we deduct by looking at this map as a good example of a ctb map? Make multiple paths, make sure they're all long and voila; good ctb map. |
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| Lomnops | Jul 24 2006, 11:18 PM Post #4 |
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I <3 Timesplitters
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thanks a lot knives! glad you like it
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| ghostsniper | Jul 29 2006, 07:03 PM Post #5 |
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Zed's dead.
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It's got liek rotational symmetry lolz. The esence of CTB is make 2 bases and link them. Basically. |
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| Undead+priest | Jul 29 2006, 07:11 PM Post #6 |
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Hardcore Member
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In any good CTB you need to have sniper points. |
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| ghostsniper | Jul 29 2006, 07:15 PM Post #7 |
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Zed's dead.
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Unless it's a maze, in which case it's not a very good CTB anyways. |
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| OhMy! | Jul 29 2006, 10:31 PM Post #8 |
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Advanced Member
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TRY TO AVOID SYMMERTICAL MAPS! 'Nuff Sed |
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thanks a lot knives! glad you like it
2:52 PM Jul 11



