View Full Version : Test My CTF Map Please [UT2004] [Beta] [Pics] [Updated] [Updated]
legacy-The-Crow
06-22-2004, 08:26 PM
Name: CTF-DrillingRig
Version: Beta
Compatibility: UT2004
Description: Oil drilling rig based CTF map locked in the winters freeze
Comments: Looking for comments
Credits: The-Crow, (Helicopter credit to be later named)
Homepage: http://www.fragfort.com
Download: http://www.fragfort.com/ut2004maps/CTF-DrillingRig.zip
Screenshot:
http://www.fragfort.com/utmappics/drig.jpg
Just wondering if anyone would d/load this map and let me know what you think. Add .usx files into your static mesh folders. Bots are set up so don't be mad when they kick yer butt. I've got what seems like a lot of time into this and I just want to know if I'm on the right track. It's not done yet, but I'm getting close. Please post feedback!
Thanks a lot,
Crow
legacy-The-Crow
06-23-2004, 08:09 PM
Hmmm, I guess this map sucks kinda bad. Bunch of views, but no replies. :(
Thanks to anyone who at least tried it.
Crow
legacy-Foralarx
06-23-2004, 09:06 PM
Originally posted by The-Crow
Hmmm, I guess this map sucks kinda bad. Bunch of views, but no replies. :(
Thanks to anyone who at least tried it.
Crow
Crow,
Just caught this before I hit the hay... have downloaded and will provide some feed back tomorrow for ya... need sleep now though .. soz :p
legacy-Super_Moose
06-24-2004, 07:11 AM
I've dl it.
I'll be trying it out later.
legacy-Hanover_Fist
06-24-2004, 08:16 AM
I put all the files in the proper place
.usx = static meshes
and the map file
However it doesn't show up in my map selection list when I go to instant action. Something missing?
You'll want to include a "read me" file also.
legacy-The-Crow
06-24-2004, 10:58 AM
Originally posted by Hanover_Fist
I put all the files in the proper place
.usx = static meshes
and the map file
However it doesn't show up in my map selection list when I go to instant action. Something missing?
You'll want to include a "read me" file also.
Man, I'm sorry. I forgot to include the texture file for the helicopter. I've updated the map file to include it and you can get just the texture file here http://www.fragfort.com/ut2004maps/PDMountainTownTex.zip if you've already d/loaded the map.
It's a .utx extension which goes into your textures folder.
I have a "read me" file ready to go, i didn't include it in the map file since this is just a beta at this point.
Again, i apologize for this screw up on my part.
Crow
legacy-Hanover_Fist
06-24-2004, 01:31 PM
I played about 20 mins w/bots.
I like the theme, it's pretty original, and the static meshes are done really well. I didn't see the bots getting hung up on anything so that's good.
Couple of suggestions:
- CTF maps should be as symmetrical as possible, The flag bases should be EXACTLY alike. The way you have your bases setup the blue team can just nab the red flag and dodge in any ole direction to get away. The red team will have a very difficult time getting the blue flag AND getting away. Just cut it in the middle and mirror the Red 'half', that helicopter is a nice touch.
- The map is way too dark, you can barely see some of the things because they are nearly black. Brighten it up a bit.
- The fps' were dropping into the 20's with hardly any action, however outdoor maps do that. I don't know what you can do about it....
- The elevator that goes about 20 stories up, I know oil rigs have them, but it's so High that it would only be good for sniping, but even then it's too high. Sniping points shouldn't be so high that you lose your translocator tv signal when it hits the ground.
legacy-The-Crow
06-24-2004, 06:41 PM
Originally posted by Hanover_Fist
I played about 20 mins w/bots.
I like the theme, it's pretty original, and the static meshes are done really well. I didn't see the bots getting hung up on anything so that's good.
Couple of suggestions:
- CTF maps should be as symmetrical as possible, The flag bases should be EXACTLY alike. The way you have your bases setup the blue team can just nab the red flag and dodge in any ole direction to get away. The red team will have a very difficult time getting the blue flag AND getting away. Just cut it in the middle and mirror the Red 'half', that helicopter is a nice touch.
- The map is way too dark, you can barely see some of the things because they are nearly black. Brighten it up a bit.
- The fps' were dropping into the 20's with hardly any action, however outdoor maps do that. I don't know what you can do about it....
- The elevator that goes about 20 stories up, I know oil rigs have them, but it's so High that it would only be good for sniping, but even then it's too high. Sniping points shouldn't be so high that you lose your translocator tv signal when it hits the ground.
Thanks for checking it out Hanover_Fist. I'll take into consideration what you have said and will make some changes as advised. This is why I was hoping to get some feedback, cause what I like won't mean that everyone else will like it too, and second, its still early enough in the development to make changes. ;)
Crow
legacy-SmaSh_tr
06-24-2004, 09:13 PM
Played the map. Seems good so far, except maybe the water is more like solid ground instead of actually water.
legacy-The-Crow
06-24-2004, 09:26 PM
Originally posted by SmaSh_tr
Played the map. Seems good so far, except maybe the water is more like solid ground instead of actually water.
:D It's actually supposed to be frozen water. I added a volume there to reduce gravity and give a slight "sliding around" effect.
Thanks for trying it out!
Crow
legacy-Foralarx
06-24-2004, 09:43 PM
Ok, because I don't recognise your name as a mapper .... (My standard testing / feedback disclaimer) before I start .. all opinions I express here are my own. I am one person amongst many who can provide you feedback, the map is your creation and not mine. With that in mind please take what you will from my feedback and only make changes to the map where you feel they are of benefit. Everything else ... "chuck it in the bin"....
That out the way.
Originally posted by Hanover_Fist
I played about 20 mins w/bots.
I did a run round on me tod in Normal CTF mod and then I played insta-ctf bout 15 mins each way. The reason I do this is to get a feel for the map with Weapon Placement etc, and then insta lets me concentrate on how the bots are playing and if they have any weird hold ups.
Originally posted by Hanover_Fist
I like the theme, it's pretty original, and the static meshes are done really well. I didn't see the bots getting hung up on anything so that's good.
I like the theme too, but unfortunately I did notice a bot hang up. I noticed that the red bots escaping with the blue flag go to the first chain and then get stuck there cause they don't seem to be able to jump on, meaning the blue team has a slight advantage on not getting stuck anywhere when escaping.
Originally posted by Hanover_Fist
Couple of suggestions:
- CTF maps should be as symmetrical as possible, The flag bases should be EXACTLY alike. The way you have your bases setup the blue team can just nab the red flag and dodge in any ole direction to get away. The red team will have a very difficult time getting the blue flag AND getting away. Just cut it in the middle and mirror the Red 'half', that helicopter is a nice touch.
Hmm, whilst I agree most good CTF maps are symmetrical, in my eight odd years of playing Multi-player FPS's and at league level as well, I have come across one or two that have been successful without being symmetrical. Unfortunately I have to agree with Hanover_Fist here.
Having played both ways blue does seem to have an unfair advantage over red, and the only practical solution that I think is really fair and to salvage the map, would be do as Hanover_Fist has suggested and mirror the red half of the map. It would also get rid of your bot sticking issue. (See above).
Agreed the helicopter is darn kewl :)
Originally posted by Hanover_Fist
- The map is way too dark, you can barely see some of the things because they are nearly black. Brighten it up a bit.
I never have an issue with that at all, but then I tend to play with my brigthness and gamma up a bit anyway.
Originally posted by Hanover_Fist
- The fps' were dropping into the 20's with hardly any action, however outdoor maps do that. I don't know what you can do about it....
- The elevator that goes about 20 stories up, I know oil rigs have them, but it's so High that it would only be good for sniping, but even then it's too high. Sniping points shouldn't be so high that you lose your translocator tv signal when it hits the ground.
-- Never noticed any drops in FPS...
-- Played with map default bot count (both teams).
-- Sys Specs:- AMD 2500 Barton, 1GB Ram, FX5600XT Ultra 128MB.
-- Everything on "Normal" Setting.
-- Never play on full level detail (Old Clan/league habits die hard ;) )
-- Agree with the comments on the elevator / tower height.
I hope that helps Crow. And please don't hesitate to PM me if you want me to provide any more feedback or you want to bounce an idea of me. I'm always happy to help.
Regards
Fora.
legacy-SmaSh_tr
06-24-2004, 10:00 PM
Originally posted by The-Crow
:D It's actually supposed to be frozen water. I added a volume there to reduce gravity and give a slight "sliding around" effect.
Thanks for trying it out!
Crow
Oh ok, well I think it looks strange because you can see a boat at the distance that's why I didn't think it was frozen.
legacy-The-Crow
06-25-2004, 12:57 AM
I've made some changes to this map per the advice I got from you guys. Actually, they are kinda major changes which may not be too good, like lousey frame rate (but I think I know how to fix that). I'll have a ton of work to do here now, but I kinda like the way it's turning out thanks to you guys who replied. :) Here's another pic so you can decide if you want to d/load it or not. The only file that changed is the map file, so that's all you need to extract if you've already d/loaded this map package.
Thanks again!
Crow
http://www.fragfort.com/utmappics/drig1.jpg
legacy-Foralarx
06-25-2004, 03:58 AM
Originally posted by The-Crow
I've made some changes to this map per the advice I got from you guys. Actually, they are kinda major changes which may not be too good, like lousey frame rate (but I think I know how to fix that). I'll have a ton of work to do here now, but I kinda like the way it's turning out thanks to you guys who replied. :) Here's another pic so you can decide if you want to d/load it or not. The only file that changed is the map file, so that's all you need to extract if you've already d/loaded this map package.
Thanks again!
Crow
Kewl, new version looks great, am downloading now and will try to check it out when I get home from work tonight.
One little thing. Some beta maps released to public for testing actually end up on some public servers in a map rotation. This ends up causing issues where a map has been released to the public a couple of times as betas and then as a final version all with the same name. So a fair few mappers tend to release betas as follows:-
mapname_beta1
mapname_beta2
mapname_beta3, etc
mapname (the final release)
mapname_rev1 (where any bugs after the final version are found and the mapper decides to update it).
As we are on beta2 here it might be an idea to start thinking about that so you have some form of version control.
legacy-Hanover_Fist
06-25-2004, 09:26 AM
the new version is much much better:up:
Still a few tweaks though:
- replace the rifle with the Lightning Gun, maybe.....maybe not, depends on who you're trying to appeal to. Most hardcore CTF'ers hate the Rifle.
- The yellow boom (the AS-Convoy yellow boom) take/block the outside end off, you can see the blue flag from there but not the red, that's a little unfair.
- Move both the AMP and the 100Shield to the middle of the map, you could put the 100 Shield in the Yellow Boom and the AMP in the "toxic oil room/building".
- The toxic oil room.....add a little somethin in there, looks a little too bare.
Nice work, I wish I could map....:noob:
legacy-The-Crow
06-25-2004, 11:08 PM
Thanks for all the input and comments guys, you've pointed me in the right direction. I'll be working on this map for the next week (at least) and I'll post the final version when it's ready.
Again, thanks all! :)
Crow
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