View Full Version : CTF-Drunklet [FINAL]
legacy-drunkenmaster20
11-10-2002, 03:17 PM
I've started making a CTF map. - CTF-Drunklet (http://www.btinternet.com/~dalsarns/maps/CTF-Drunklet.zip)
[EDIT] - Now finished.
The inspiration comes from CliffyB's CTF-Gauntlet, one of the most popular and rapid IG CTF maps know to the human mind.
I decided to make a tribute to this map rather than rip it straight off, like some people have. At the time of this posting, it is just a BSP shell. I'm working on the flow, and the base to base routes.
Speed and size wise, it is comparable to Gauntlet. It has the same flag room layout, and similar teleporters, although there are two, if you double jump over the first one, you will go out of the second teleport.
Texturing and lighting are being left to last, as the flow of the map is more important. once I've got that sorted, it'll quickly become a static mesh playground.
Download it, have a run around (no bot pathing yet either :/) and let me know what you think.
http://www.btinternet.com/~dalsarns/pics/drunklet1.jpg
http://www.btinternet.com/~dalsarns/pics/drunklet2.jpg
http://www.btinternet.com/~dalsarns/pics/drunklet3.jpg
http://www.btinternet.com/~dalsarns/pics/drunklet4.jpg
These pictures will magically update as the map makes it's way from shell to CliffyB's ownage page...
Download here - Drunklet (http://www.btinternet.com/~dalsarns/maps/CTF-Drunklet.zip)
legacy-[SEOD]--|Ripley
11-10-2002, 04:16 PM
Now thats what it is all about if your going to remake a UT classic map do it diffrent as in looks wise. And from what i see in the pic's thats what your aiming to do and its looking good, so i give you a :up:
legacy-drunkenmaster20
11-10-2002, 07:29 PM
Bumping for update.
I've done some of the texturing. The main hall is about right. Now I just gotta texture all the little rooms...
In the next update, it'll be bot pathed, which should make for a more enjoyable test play.
I gotta get some sleep now, this was a long days work.
virax
11-10-2002, 10:07 PM
You know those 4 little rooms? Well, I think it'd be cool if you put a hallway between each pair... what's the point of going in them? I mean, if it was DM, it'd be just another place to frag. Rooms with no real purpose other than holding ammo and such wouldn't do too well with the flow in CTF. =)
legacy-drunkenmaster20
11-11-2002, 02:59 AM
The four side rooms are actually spawn areas, 2 for each team, one far, one near. but linking them might not be a bad idea. I'll have a look at it when I get back from work.
legacy-drunkenmaster20
11-11-2002, 07:56 PM
The map is now in beta stage.
The botpaths are in, most of the lighting is done, and the geometry is practically finished. I got some of my clan peeps testing it, but I'd like some opinions from non-IG players, and mappers. Any tips/crits are welcome.
Just got final tweakage left on the geometry, although beta testing is going well so far - the only thing that has come up is that the base is a little cramped with more than 2 people in there. The textures still need work, as over 50% is still untextured.
Oh, and I joined those two rooms together, and joined to tunnel to the centre route, allowing several more routes to open.
It works well with speed boost too. :D
legacy-drunkenmaster20
11-13-2002, 06:48 AM
I'll update the pics tonight, but I've made some changes. The main one was to widen the bases, as it got a bit busy with more than 3 people in there. The rest of my evening was spent doing the textures and meshes.
Although still a long way from finished, it has all the necessary elements, it just looks a bit wack atm.
I encourage you to download this and give it a try, as I need all the feedback I can get, as I fully intend this to be a competition map (in insta at least).
And because my I don't flex my NW skills much, I'm not too sure about weapon placement/ammo/shields/health etc.
When I test it for NW, I have 9 bots on masterful, and I normally come out about evens, but I'm not sure whether I need more ammo on the level, or need to be more selective who I shoot at.
give it a try, you know it makes sense.
legacy-ThuGGy
11-13-2002, 07:16 AM
Nice one, i'll wait until its offically done.
legacy-drunkenmaster20
11-15-2002, 06:55 PM
Another update.
Textures are all but finished (a couple don't line up too well)
Still need a few more meshes in some of the more open areas.
I've broken the level into about 15 zones, which make it a lot easier on the lower end hardware. I've also stuck in some antiportals which make it even better.
I've still got a few custom meshes and textures to make, and fix the lighting as well, as it's rather uneven.
still, the playability is all that I was expecting, so feel free to give it a try. As ever, feedback is still one of the sharpest tools, so bring it on :D
legacy-drunkenmaster20
11-21-2002, 11:10 AM
Bump for update.
I just uploaded some new screenies.
I've redone nearly all the lighting now, there are only the bases and side rooms to do now. I also removed some static meshes, as they didn't really add anything other than to show up too bright in darkened rooms...
Most of the lights now actually have a lamp mesh with them, I told my self to get round to it eventually, and now I finally have.
I also bought the floor up in the underground section as the ramps were too steep, and it just didn't look right.
Other than that, just little bits and bobs here and there.
Still playable, botpaths are running nicely.
Comments/criticism is more than welcome.
Looks interesting. Let me know when you have a final version then I can do a review on it for Warcenter :) ;)
legacy-drunkenmaster20
11-22-2002, 12:20 PM
Okay, I'm all done with this now, grab it and see what you think.
recent changes:
Redone *all* the lights (yes, every single one)
Added custom teleport emitters
Stripped out some unnecessary meshes
Added some extra meshes
Lined stuff up
Tidied some things
Named all 20 zones
etc.
The map will be put on rotation on our server (UK)
#tbuk at quakenet for info.
Feedback is still welcome, so I can improve my skills for my next map. :D
hf
legacy-Instagibber
11-22-2002, 01:38 PM
Played it for about 30 mins and it rocks :D
But the lower route feels(old lava route) "to easy"? Maybe make it a little bit tougher, if you know that i mean :)
Great job though, think it's gonna be a hit ;)
legacy-drunkenmaster20
11-22-2002, 02:58 PM
I know what you mean, but it's a lot different in NW, any splash damage/shock hits will send you straight down the pits. Unfortunately there's no incentive to cross them in IG, but that's something I'll take on board for my next map :D probably be pure IG.
I offered this up to Cliffy's site, but alas, it is too simple to be ownage, but simple was the objective :( I'll do something a bit more complex next time..
legacy-[H]Darth0
11-22-2002, 03:22 PM
awsome map i love it!:up:
legacy-ViciousLoad
11-22-2002, 06:27 PM
Excellent map, the textures realy got me on this one. Nice job...:D :up: :D :up: :D
legacy-texAnimator
11-22-2002, 06:44 PM
Very cool map. :)
legacy-drunkenmaster20
11-22-2002, 07:55 PM
Thanks guys, I'm glad you like it :D:D
I've just started on the next one too, this time an original number (I hope)
wish me luck :)
legacy-Farting Bob
02-11-2003, 09:15 PM
Due to the fact that the XS4ALL server is mainly empty these days .... I was looking for a new one. Happens that this server has this map loaded, CTF-ZoomInstagib server. Some Pretty cool other custom maps as well, responds ok for me, which .... is good. I'll look at this map straight away. Do I need a drink first, or can I just go ahead!
legacy-nuclearfusion
02-11-2003, 09:53 PM
http://www.ina-community.com/forums/images_modifications/icons/icon0.gif
Might wanna change that posticon there. ;)
legacy-Doctor7
02-11-2003, 10:08 PM
That's gonna happen whenever someone bumps an old thread in this forum now :down:
Or maybe that was the idea...
legacy-Farting Bob
02-12-2003, 12:29 PM
This map is pretty cool actually, nice flow. I played it just now online. Looks ok as well, but the flow of the map is what counts, and it has high score for that. I played it ZoomInstagib btw, works real well!
legacy-Desaparecido
02-12-2003, 08:23 PM
this map is kinda lame if you ask me. it has ood flow like the origonal, but it looks so horrible...
legacy-Farting Bob
02-13-2003, 01:24 AM
Which is kind of the same I said, only I like it because of its flow. A map's not lame to me if it doesn't look good.
legacy-drunkenmaster20
02-13-2003, 07:27 PM
hey thanks guys, I totally forgot about this :D
I was approached by some guy from a German game magazine, who wanted to include it on his cover disk. I said yes, naturally. I don't know if it ever got on there though.
I hope it did, there's much more chance of people joining a game if I ever get one set up.
We should get our new clan server this week, and I'll put this, and my WIP map on it when we're not playing. I'll spam up some details when we do.
And yes, it looks kinda suck. In fact very suck, but that's not what it's about. It was built for speed and agility, even on slower machines (most of my clan haven't enough power to play most 2k3 maps, except customs). And it was only my second effort at a map, ever.
Check out my WIP one, that looks a bit prettier. I don't have a link, you'll have to search it out.
Although I dunno when I'll finish it, as I don't play ut2k3 much at the minute.
legacy-drunkenmaster20
03-26-2004, 01:06 PM
Interesting update:
I was plaing on nbn clans iCTF server the other day (ut2k4) and *everyone* on the server voted this in as the next map. I almost had a heart attack.
Since I gave up on ut2k3, someone had made a remake of this map. They released it as drunklet-igib2k4 (i think)
They done a great job. they removed a lot of the crap that got in the way, smotthed some bits off, punched a few extra holes in the walls here and there.
I like it even more than my version.
Trouble is, I don't know who made it.
Thankfully, they kept my credit in there, and left my corp tags at the bottom of the death pits. :)
If anyone can get me in touch with the people concerned, I'd be grateful.
legacy-Sh0rty
03-28-2004, 12:26 PM
Seeing the -igib2k4 version is played in the iCTF UT2003 Eurocup I think you did a good job :) :up:
Talk to Cornholio in clan Armageddon LEGION 1. I think he made that version. You can find him at #ut.armageddon on Quakenet.
legacy-Fasterfiles
03-28-2004, 12:44 PM
Originally posted by drunkenmaster20
Interesting update:
I was plaing on nbn clans iCTF server the other day (ut2k4) and *everyone* on the server voted this in as the next map. I almost had a heart attack.
Since I gave up on ut2k3, someone had made a remake of this map. They released it as drunklet-igib2k4 (i think)
Well, I've put up (http://www.fasterfiles.com/pafiledb.php?action=file&id=930) drunklet-igib2k4 as a ut2004 map for anyone who was interested, although it would be nice to have clarification:
Is it intentional not to have music in the levelinfo
Are there any other files that go with the map? (it seems to run fine in ut2004 without any)
legacy-Sh0rty
03-28-2004, 01:51 PM
Originally posted by Fasterfiles
Well, I've put up (http://www.fasterfiles.com/pafiledb.php?action=file&id=930) drunklet-igib2k4 as a ut2004 map for anyone who was interested, although it would be nice to have clarification:
Is it intentional not to have music in the levelinfo
Are there any other files that go with the map? (it seems to run fine in ut2004 without any)
I grabbed it from the EC-Mappack and it doesn't contain any other files but the map.
Can't anwser the music thing. I play with music disabled.
legacy-drunkenmaster20
03-30-2004, 08:24 AM
thanks guys, I'll have a word with him on IRC :)
As for music, I don't think I put any in. I've never played with music (masks the audio cues) and I didn't know anyone else who did either, at the time.
The only files it needs are the .ut2 and the tbukmeshes file (can't remember the extension) I don't think I used any of my own textures on that one.
It's cool that it was used in clanbase too, it gives me a warm, wiggly feeling.
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.