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crappy editor shot of crappy ctf map

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Posted by: dan

:>



comments plz



Posted by: the G.o.a.T

Looks good, but I'd have to play the map for give to the point feedback


It does look a bit bland perhaps when compared to the UT2004 standards?
And maybe turn those yellow lights red? As this seems to be the red base



Posted by: dan

quote:
Originally posted by the G.o.a.T
It does look a bit bland perhaps when compared to the UT2004 standards?

The UT2004 standard? As in the standard used for nearly every map that nobody likes because it's so fucking crammed with static meshes that it ruins all possibility of decent FPS and gameplay?

I don't like that standard.


I'll think about them lights tho :O

[edit] K red lighting won't work cause the lightsource on the mesh is yellow. I'll try n find something for base lighting tho :S



Posted by: the G.o.a.T

quote:
Originally posted by Vertigo

The UT2004 standard? As in the standard used for nearly every map that nobody likes because it's so fucking crammed with static meshes that it ruins all possibility of decent FPS and gameplay?

I don't like that standard.


I'll think about them lights tho :O

[edit] K red lighting won't work cause the lightsource on the mesh is yellow. I'll try n find something for base lighting tho :S



Well ok not that much the standard

But those walls sure could use some extra details. Even higher up so they certainly wouldn't ruin gameplay
Or just adding more texture variety might do the trick here



Posted by: dan

True...but I'm trying to keep it in the style of DM-Goliath as much as possible.

Anyways, I'm really having trouble thinking of a mid-section for this map. The base just kind of came to me one night, but I have NO ideas for a middle section :\



Posted by: The Undertaker

Cool, we have another mapper in our midst.

The G.o.a.T.'s a well-seasoned mapper. A person'd do well to heed his recommendations.

One thing you could do to spruce that map up is give it a different floor texture. The floor matches the walls and makes it look very monochrome.



Posted by: dan

The floor and wall are different textures

I'm making this map for competetive CTF play, so I don't want a lot of meshes ANYWHERE. FPS in CTF takes a big hit as it is due to large maps and 10 players ingame.



Posted by: the G.o.a.T

quote:
Originally posted by Vertigo
The floor and wall are different textures

I'm making this map for competetive CTF play, so I don't want a lot of meshes ANYWHERE. FPS in CTF takes a big hit as it is due to large maps and 10 players ingame.



Well they look very alike, UT just didn't look close enough
But that does might mean that people see them as the same if they don't look closely, so choosing a more different texture might help that.

You're making it for competitive play. Fair enough. Then gameplay is the most important thing about it. But keep in mind that using SM's instead of regular BSP might actually speed certain areas up (FPS wise)

Throw us a beta so we can playtest it



Posted by: Base

Cool Dan!

Competitive CTF maps is all I ever play so it would be cool to have one of yours become big (in the iCTF community? )

Keep up the good work!



Posted by: dan

Thanks Base :>

I'll upload a beta...I'm just messing around for the mid-section atm so just ignore that. There's no blocking volumes or zones whatsoever so don't complain about that



Posted by: dan

http://bleh.clan-geniuz.com/maps/ctf/CTF-Sorath[Alpha1.0].ut2

No blue flag btw



Posted by: The Warden

and some Whacked Spawning!

looks good so far. on the lower lights Remove collision.

Umm I had to Load the map manually (open Mapname) where it automatically loaded 10 bots!

for hints look threw the original Orbital, deepSprinta for 2k3

Instead of the map being at opposite ends, in the Centre give it a curve so it's not so linear. Take a look at BolliwerkRuins, this map worked in UT, UT2K3, and if made for 2K4 it'll work again. Idea'a I'm tossing at you.



Posted by: the G.o.a.T

I'll try it once I get home from work this evening



Posted by: dan

quote:
Originally posted by The Warden

Instead of the map being at opposite ends, in the Centre give it a curve so it's not so linear. Take a look at BolliwerkRuins, this map worked in UT, UT2K3, and if made for 2K4 it'll work again. Idea'a I'm tossing at you.


Yeah I've been messing with that idea...kind of an L shaped mid-section or something



Posted by: The Warden

I thought of a 90 degree turn too, but I'm not sure it'll mix right with the layout.
there was 2 ways into Flag room as it is right now. If you leave it that way, you almost have a Niven thing going, DON'T do this!

and as you know and are playing with it, the centre needs more



Posted by: the G.o.a.T

The center would idd be nice if it had a 90 degree corner. But you'd have to test the gameplay on it though

Anyway, The base areas are nice. But as Warden said there are just 2 ways in/out flag rooms. I did notice you added some hallway up high but no way to get there yet, so I guess you're gonna add sumtin there? And the other hallway just needs a passage to the middle part.

At this time the middle part is bland but as you said yourself you're working on that

Oh I noticed one of the elevators in the blue flag room was wrongly aligned, rotated 180degrees.



Posted by: dan

quote:
Originally posted by the G.o.a.T

Oh I noticed one of the elevators in the blue flag room was wrongly aligned, rotated 180degrees.


Yeah I fixed that.

The upper hallway on the side is going to go out into the middle and come out somewhere there. I'm thinking the middle is gonna be something like Orbital from UT. Not totally sure.





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