View Full Version : CTF-Naelir-Beta5, public now
legacy-Noz
06-25-2004, 07:02 AM
Name: Naelir
Version: beta 5
Compatibility: 2k4
Description: CTF map set in a jungle canyon with 2 temples facing eachother.
Comments: Public beta by now. I need feedback from decent CTF players about weapon placement, pickup placement, player starts, etc.
Screenshot:
http://home.quicknet.nl/mw/prive/m.bakker/naelir/naelir1.jpg
http://home.quicknet.nl/mw/prive/m.bakker/naelir/naelir2.jpg
Credits: Ed-Duke-Cox for the skybox textures
Homepage: http://www.planetunreal.com/cbp http://www.legendofvandora.net
Download: http://home.quicknet.nl/mw/prive/m.bakker/naelir/ctf-naelir-beta5.zip
P.S. Don't whine about the crappy screens :).
NotoriousBIC
06-25-2004, 07:20 AM
Looks great!
Unfortunately I won't have much time to test this beauty, but I wish you good luck :up:
musilowski
06-25-2004, 08:02 AM
Nice.
legacy-Fugly
06-25-2004, 01:30 PM
looking really, really swell. :up:
legacy-GinZzA
06-25-2004, 03:18 PM
I can test it for you if you want. I'm a div 1/2 ut99 and a div 2 ut2k4 most att, sometimes def player, but I might give you quit hard critics/comments looking at the first screenshots. I looks like ur building a face like map and that has never been very sucsesfull. It actually looks a lot like a ut99 map which was only sucsesfull at a very low skilled server. With these kinda maps it's really hard to get them well balanced. You can compare it with the comments on face or citadel and grassyknol. Face and citadel: In base camping is just so spammy and doesn't have much to do with skills. Grassy: Mid is one big field which is like mini all the way. If you have the flag and you manage to get out of the enemy base you don't wanna totaly get raped in a few secs because 3 defenders can directly jump on you. That's the think with big open maps. Maps with small halls/jumps paths or whatever. Make it that most of the times (respawned) defs will be able to attack you one or two each time and you can escape them by make 'trick' jumps or going into escape routes. Open fields don't have escape routes.
Anyways, I wanna help everyone making 1337 maps and if you're open to hard critics then I'm willing to help you. Maybe I'm wrong or maybe we can make this a great map. At least you know what you can expect from skilled ctf players.
legacy-Noz
06-26-2004, 08:23 AM
Beta 3 is out.
Beta-Testers. Url is the same only the filename has changed into ctf-naelir-beta3.zip.
So the url is:
http://.../ctf-naelir-beta3.zip
legacy-Noz
06-27-2004, 10:19 AM
Alright, public beta by now. Grab it if you want to test it and give some feedback :).
legacy-GinZzA
06-27-2004, 01:38 PM
I checket out the map and I have to say it was better then I thought I'd would be. Sucky think about the map are that the main base isn't really defendable since the rooms are so big and open and you will probably get raped on mid since it's going to be quit easy to snipe or miniwhore from base to fc from their own base/mid. So I really wonder if this map could get populair on the high skilled ctf community. Another quit sucky or maybe interesting think is that the bases ain't even, but I'll come to that in a sec.
So I made a couple of screenshots showing thinks that I didn't like, were errors, etc.:
http://img64.photobucket.com/albums/v194/GinZzA/173.jpg
You only have these bugs from a long distance, but you don't wanna see them though.
http://img64.photobucket.com/albums/v194/GinZzA/176.jpg
http://img64.photobucket.com/albums/v194/GinZzA/177.jpg
http://img64.photobucket.com/albums/v194/GinZzA/178.jpg
http://img64.photobucket.com/albums/v194/GinZzA/174.jpg
You can only do this jump on one side of each base. As you can see on these pictures. The blue base is a lot more interesting.
http://img64.photobucket.com/albums/v194/GinZzA/179.jpg
http://img64.photobucket.com/albums/v194/GinZzA/180.jpg
http://img64.photobucket.com/albums/v194/GinZzA/181.jpg
These are the escape routes if you wanna stay high and on the sides. Green routes show from the route from the blue to the red base and red routes show from red to blue. Most of the run ways require 1/2 (sometimes even 3) shield jumps. The route from the blue base to the red base has a more options. Looking at these pictures I think I'd much rather be a red fc then a blue fc.
http://img64.photobucket.com/albums/v194/GinZzA/175.jpg
I first thought that you could also shield jump to the redemer which is far away in this picture, but I noticed that you can't, which is kinda sucky cause it would be nice if a fc could get there too. Anyways, as I sugested at least get the redemers out of the map. It's a + point for the all n00bmaplovers and a - point for all skilledmaplovers. You could replace them by a 100 shield/healt and like replace the mid with a amp, but that's up to you.
http://img64.photobucket.com/albums/v194/GinZzA/182.jpg
I came to this iedee since I really like to frag people out of the air and this way a efc would harly ever go to 100 shield if it's up without risking himselve getting killed. I'd make the patch not pointing to the shield though. I'd make so you could also jump to the bio or maybe replace the bio by the rocket launger, since that weapon will hardly be used anyways.
http://img64.photobucket.com/albums/v194/GinZzA/183.jpg
http://img64.photobucket.com/albums/v194/GinZzA/184.jpg
The think is if you wanna enter your base again from the side (with the flag). Then you pretty get forced to enter by the at the back end side. The (respawned) defenders won't att you from the sides but att you from mid. A skilled defender won't run after your ass, but will try to cut you off. Now imagen you on the point where I'm standing on that picture. The defenders will probably be right of below you if you're fast. This enables you to enter from the front. Now your forced to enter at the back enterence. The think only is. It's so easy for a defender to just stand before the enterance and kill you before you enter. So maybe a second option would be nice so you have the ability to trick defenders by walking around the little mauntian in front of me for example. Let the defs think that I go enter the first left side enterce, but I go in the second for example.
Anyways, these are my thoughts on the map. I couldn't think of many more at the moment. I hope you can do somethink with them. GL.
legacy-Noz
06-27-2004, 05:53 PM
Wow that's some kickass feedback. I haven't even thought about the routes on the cliffs so it's just random :P. I'll try to balance that a bit.
What i didn't understand in your post is your idea about the bio/rocket/jumppad idea. Kinda weird written so i don't understand what you mean.
About the superweapons, i just added them because they are turned off on most pro servers anyway. I will now however remove them completely and do something with the cliff routes.
A amp in the center is fine with me but how about 2 kegs on the cliff routes? There's already 2 100 shields in the map.
About the texture bug that you got that's pretty weird. I haven't noticed that at all, it's probably due to your low texture quality setting or your video card.
Hmm.. the skybox, it seems that with the low detail textures it gets all blurry and just bright. I might set it to lod-interface which means that it always get's rendered at the max quality. It shouldn't really cause a fps drop i think and it should also get rid of those weird skybox seams which you get at lower texture quality.
Adding another opening hmm... I don't know, if you enter from the front then you can take the side lifts and with a liftjump you're like 2 seconds from the flag already. Adding another route might seem overkill because currently there's already about 7 routes to the flag (including transloc, otherwise 6 routes).
legacy-GinZzA
06-27-2004, 08:54 PM
Those errors probably come cause I have all settings set on low. All good gamers have this. Cause it removes all useless thinks. Look at it like this: you can have the rain on at Grendelkeep. It looks nice, but it only gets into your view and it will disturb you.
About the side entrance: you actually have just 2 ways to enter as fc coming from the side: front and the side entrence (you can't translocate with the flag remember ;)). Because defenders will probably cut you off at mid forcing you to the side enterence. This makes that it will be pretty easy to kill you there, cause they can just have 1 person chasing you and 1 other person just standing in the door way. Now you need really good back up if you wanna win that one. Then again ur right about the fact that you would have an easy cap once your inside then (I don't think it would change much in how fast you cap, cause once you've entered from the back now, you've got a pretty easy cap to finish.
http://img64.photobucket.com/albums/v194/GinZzA/185.jpg
This is a screen shot showing what will probably happen if you would enter from the sides. The red crosshairs show positions where the defenders will probably stand. One will probably chaise you and the other will probably block your way.
http://img64.photobucket.com/albums/v194/GinZzA/188.jpg
This is what I ment about the jumping path.
Some new iedees I made:
http://img64.photobucket.com/albums/v194/GinZzA/187.jpg
Ok this is a hole new constuction of the 100 shield room, but I think this would defenatly raise the skilles asked from this part of the map. The shield is now quit easy accesable. By removing the blue market part (nr 3 on the screenshot) you'd make it a lot harder to jump to the shield from the bio. Second, you can get sniped from down walking at the bio now.
Now the big red market part. If you would remove all that and reconstuct the lift walls a little, then you'd give the fc only 2 options on how to get that 100 shield without droping the flag: you either jump from the lift and make a wall dodge + jump to the shield(nr2) or you dodge + jump from the bio to the shield (nr 1).
http://img64.photobucket.com/albums/v194/GinZzA/189.jpg
Going even farther with that you could also remove the If you'd remove the elefator at the right, then you'd also give the fc 3 options on how to use the elefator: jump to the roof, make a wall dodge to the shield or to the bio part. Now I really wonder you could make this posible though. I think you could only do this by making this room a little smaller (for example by making the elefators wider (this would be to make the jump to the shield posible) and for the jump to the bio I don't totaly know you could do this yet. I might better see this after the jump to the shield would be finished. I don't know how much effect this change would bring to the map.) I know this sounds like it's very complex, but I think this could give a big skills boost to this part of the map. How nice would it be to frag ppl out of the air there.
You could also leave the jump to the bio out and keep the elefator having this left: http://img64.photobucket.com/albums/v194/GinZzA/186.jpg
But that would be a lot more booring though.
About the roof: Check these changes out:
http://img64.photobucket.com/albums/v194/GinZzA/190.jpg
This might make your castle less pretty, but more playable and that's what you wanna have first.
Ok, these are my iedees so far. I think this map still needs a lot of work, getting it off newb level (in playabilities way), but I'll try finding more iedees for you when I find new inspiration.
legacy-GinZzA
06-27-2004, 09:02 PM
and about the 50 shields u wanted to place (that's what u ment right). I'm not sure if that will make me run over the sides. Your gonna get sniped/minied at least once if you go over there, so that would be painfull, secund you lose healt by shield jumps. So ading some tree/rocks (I dunno, somethink to cover a bit not to much) would help lowering the times you get shot and I think a 100 shield/Healt would make it more do able. Maybe make a 100 Healt on each side. This way the map has: 1 amp/double damage, 2 100 shields and 2 100 healts. That sounds balanced.
Anyways, let me add, that these are just iedees I all made up today. Maybe they are all stupid if you think of them in a couple of days (all new iedees sound nice if you know what I mean), so think about it for a while imo.
legacy-Noz
06-28-2004, 05:20 AM
Hmm... I don't know. If you have the flag you want to capture first before taking the shield i think. So i don't think that most fcarriers would like to go for the 100s. Especially with the side lifts, you can simply lift-jump almost right on top of the flag.
Lowering the temple in height is not an option really. It would be to much work and i would have to change almost the entire map.
Sniping will be a bit of a problem yes but the LG is easy to trace. I think i'll remove the ammo for the classic sniper at the top and put it somewhere down in the map add only 1 ammo for the LG but also on the other side of the balcony (other side of the temple from where the LG is).
What i ment was 2 kegs of health (100 health) on the cliffs.
The side entrance now makes alot more sence, i'll try to add that.
legacy-Noz
06-28-2004, 06:29 AM
There's no room for the side entrances but i can make a window through which you can go. It will be rather small but it's ment as a sneak route anyway :). Shall i do that?
legacy-GinZzA
06-28-2004, 09:11 AM
It's all your map. I'm only giving sugestions (window is fine though btw :D). The sniping will stay a problem. It's so easy to get new sniper ammo just by trowing ur sniper away and getting a new one.
Imo try to at least make it so that people that are snipering from a higher position can get shot too and maybe make it posible for lower people to get cover at places. You have too much big open fiels where you can get sniped easy as a running duck.
Soz about the kegs confusion (I'm used to ut99 launguage :D where we mostly call it the big healt or smt like that). I actually cought myselve on using amp instead of double damage before :D.
Somethink I forgot to tell you is that it would be nice if you'd make the lift not go up out of themselves. A lot of times the lifts allready go up without jumping on them. This is very anoying, could you try to make them only go up when you jump on them?
And could you plzzzz remove that anoying nali sound you hear at the flag room :D it's so irritating (especially when you're trying to think of new iedees and this priest comes singing right trough it :D anyways, defenders won't like to hear it 20 times when they defend the flag room).
Anyways, about that shield. Imo we should get some changes on it, cause this way, the room is just booring. The room isn't a challange and that's what you want. About the fc's not taking the shields. No they won't directly take it most of the times, but since this map is quit big I bet that the flag is gonna be gonne quit a lot and untill that time you will have to fight off enemy defs. The shield room is also easy accesable. I don't know on which level you've played ctf, but the shield will be timed by your team, so if I hear shield in 5 seconds. Then I'll go to the shield room and try and get it and the covering attacks will cover it then. That's why it would be nice to get some action going in that room. Make it a little harder to get the shield. People love to frag other people out of the air. And this room has potentials for that, but not many like this. The way edges at this room are now make it allmost imposible to see a fc from low at that room (if the fc is so smart to walk against the wall, which he will probably do then). He can do a fast jump over to the other side and get the 100 shield pretty much unseen.
Now I don't know far u wanna go, but imo: get some action going in that room. Try to imagen to imagen yourselve in a actual 5 v 5 with all it's karakteristics down there.
I'm trying to help you give each room a own karakter. Try make them: skilled, new and playable. At the end you wanna have a map that is smooth playing as ctf-grendelkeep or ctf-campercrossings or as trickjumpable as ctf-twintombs.
I got a new think for this part of the base:
http://img64.photobucket.com/albums/v194/GinZzA/192.jpg
Remove the red part, reconstuct a bit of the jump path's top so you can make a jump from there directly to the elefator. This would make this part a lot more skilled and probably more fun too, as you can try frag people out of the air who try go up to the elefator and if they fail they'll have to make a fast teleport to catch up.
For the mid:
http://img64.photobucket.com/albums/v194/GinZzA/191.jpg
Since that picture of me showing you defenders blocking ways over mid I started wondering how we could make it posible for fc's to get a grip on defenders who'll stand on the little mountains at the mid. Then I came up with the iedee at the picture. I'd recommend making the jumping paths only pointing on getting on the mountain (so you can't jump towards the base or smt like that).
A other new think I discovered:
http://img64.photobucket.com/albums/v194/GinZzA/193.jpg
Nothink to this picture, just somethink I liked.
legacy-Noz
06-28-2004, 09:41 AM
The lifts are done with triggers yes, it was just an experiment which i wanted to try. When you stand at the lift destination it will come up for you but i guess this is bad for gameplay.
I'll do somethin with the 100shield room so you can snipe them down.
Your new idea for that lift is a bit to much i think. It hinders flow quite a bit and with the jumppads on the sides you can get up quite fast as well as a defender.
Hehe the nali chanting, yeah he's a bit anoying so i think i'll remove him :P.
The jumppad idea for the center cliffs is cool. Maybe i should add a 25 healtpack on top of them?
I do plan to add more cover on the side routes. The middle will stay open but the sides will get more protection. I think i'll add some rocks on which i can hang plants which you got in DM-Rjiagar or however you spell that so that you stay hidden under the plants a bit from sniper fire.
legacy-GinZzA
06-28-2004, 09:49 AM
yeah or look at ctf-grassyknoll. Interesting on that map is also how it makes you able to jump from rocks to rocks there:
http://img64.photobucket.com/albums/v194/GinZzA/140.jpg
(this is a route LoW|spystorm used a lot of times in a war (he's one of the best ctf attackers atm)
legacy-[DOA]RáZ{}R
06-29-2004, 10:01 AM
Ginzza speaks da truth!
legacy-GinZzA
06-29-2004, 10:36 AM
how do u mean :D? (u don't think spystorm is good :D?)
legacy-Yournan2000
06-29-2004, 11:17 AM
i love the effect you've done with teh blue crystals, looking ace:up:
Looks like a proper jungle map deep in the amazon, the inside looks ace some great lighting in there mate ands the loose tiles and stuff:up: :up:
MsM
legacy-Noz
06-29-2004, 11:31 AM
Thanks for the nice feedback, currently working on beta 5 :).
legacy-Noz
07-01-2004, 10:32 AM
Beta 5 is out, quite some changes thanks to ginzza's excellent feedback.
http://home.quicknet.nl/mw/prive/m.bakker/naelir/ctf-naelir-beta5.zip
legacy-GinZzA
07-01-2004, 11:15 AM
Tried the new map and it's a lot better :D I noticed all the changes u made :D well done. Love the new jump paths. And I was lmao when I first saw the new small route you made :D Wasn't what I expected but well done :D
Critics:
- The sky is still so bright that I can't make a combo aiming to the sky.
If you wanna see how bright I play then download killu's user and ut2004 ini's from our website: http://cf.fof-clan.com/
- I still kinda missed the tree's, but you don't have to put them in since that might only make the map to big in size and fc's should also use the shield to guard sometimes.
- You can still only get on top of the blue base as a fc. I showed this on a other picture before.
Anyways, that's about all new critics. Good job
legacy-Noz
07-01-2004, 11:23 AM
I don't know why a fc would get on top of the blue base to be honest :P, i'll check it out.
As for the sky, yes it's bright but there's little i can do about it. I haven't found other usefull skybox textures.
Glad you liked the new little passage :P. If you enter as a FC and the defender enters from the other side with a flackcannon then it's all over.
I added some extra rocks for more cover and you can also jump from them from the table rocks so that you stay high and dry, more plants looked ugly so i decided not to do that.
legacy-GinZzA
07-01-2004, 03:36 PM
Would be really nice if you could work out that sky think, that's gonna be very very anoying when you try to shoot someone out of the sky (especially now you have the jump paths). Ask Yournan2000 about it maybe.
The question you ask me why a fc would wanna get on the top of the blue base has just been ansered by your question. It's a great place to hide. Especially because people would not expect it (like you ;)).
legacy-Noz
07-01-2004, 06:30 PM
I know how to make cool dynamic skies but that would lag my map alot which is something i don't want. I need a still sky which fits the map.
legacy-GinZzA
07-01-2004, 07:21 PM
Can't u get one from like other maps? Take moondragon for example.
legacy-Sin00b
07-01-2004, 07:25 PM
Dude, Ginzza hella gave feedback. You should win an award for all the feedback you gave.
legacy-Noz
07-01-2004, 08:02 PM
Just downloaded terragen and i can create any sky i want with that :). I'll make my own sky.
legacy-GinZzA
07-01-2004, 10:39 PM
hehe tnx :D Live ut imo :D
I'm boored and just have way to much free time :D.
And the ut2k4 mappacks just sucks. Everyone is all about eye catchers, but at the end playability is gonna keep you play this map over and over again. Now I can't map, but I know what I like and what works. I can pretty much play any of the good ut2k4 maps blind by now, not even talking about ut99 maps. If you look at that game then you really see a hole big difference. All the maps that you play there now just have great playability. Now I come at this forum and I see so many maps where people just started to build smt think and didn't even think about the fact how it's gonna play. Out of all maps I know from ctf there are only just a few maps which I concider to be good: grendelkeep, campercrossing and then maybe orbital2 and twintombs, allthough I do think there is absoluut no logic to the map and you can trick jump way to easy there. After that you just get one very big gap and u get maps like citadel, grassyknol, januari and absoluutzero. The first 3 are just way to spammy and the last one is just sucky in gameplay. Where are maps that you had in ut99 like: orbital, glacier, lavagiant, novemberce110, revenge, ranel. All of these map were not played that much cause they looked that great. They had a very well balanced playability. Of course you need to get a theme to your map, but playability first. Imo people should first make drawings of their plans and look if the hole map can be played. Try and imagen your in the game having 2 defenders, 1 mid and 2 attackers (most standard way of playing). Then you check the folowing thinks: can the defenders have a proper defends, can the attackers have a proper attack, can a flag carrier have a proper run. Try to not center thinks but have a good balance, spread weapons and ammo over the map. Remember that you don't wanna get all ur way back to mid just to get shock ammo, but then again remember that people can get new ammo just by trowing away the weapon that's allmost empty and just pick up a new one. Realise that power ups will be the hart of a map. Taking the power up often means if your gonna win or loose, so try and give it a special place in the map (probably at the mid). Try to make it posible to make use of your skills. What I mean by this is: get difficult jumps in the map too. Let people go in the air. Don't see this as a must do, cause lots of great maps don't have this, but it's always nice to have variation in a map. At least don't have a repeatment of the same think over and over again. Realise that a flag carrier can't use his translocator and that he will use the shieldgun for trickjumping. Don't forget that players don't use default ut2k4 settings. Every think will be set to lowest and the brightness is is so high that it's almost bad for your eyes. Don't wonder about bots and music. Only n00bs have music on and they ain't the people that keep this community alive. They are also the only ones caring about bots, I leave a server if a bot is playing cause he can never recreate a human. Bots are obvious, booring and don't have a clue of teamplay. Get more then 1 floor or hight in a map. I don't know a single good map that doesn't have more then 1 floor or hight. Having long open spaces will make it way to dm like. With that I mean that it will be all be about who kills who first, since you will find eachother that easy. And then you get mini raping. Realise that high difference give advantages: Standing higher then someone else will make it easier to kill. Don't get the map to be extremly big: it will get a sniping arena, lagy and u will need lots of luck to capture. Don't make them to short, cause that will make it very spammy. Last but not least remember that both teams should have allmost equil bases. You don't wanna have teams wanking they wanna play on red cause the red base has a slight advantage over blue.
That's about all critics u will get from me looking at a map and which you should try and ask yourselve too. Anyways, I ain't a map maker and I got lots of respect for ppl like noz putting a lot of time in this. And I hope by putting a lot of time in this that not at first the map gets better, I really hope that we get better mappers. I really wanna see more good maps and I hope I can help you guys with that.
This reply got way to big lol :D I tried to make my comment as complete as could be, but that resulted in this lol :D
Anyways, I hope I can be a part of somethink.
legacy-Noz
07-02-2004, 06:37 AM
Wow that's quite a nice rant :). Some mappers won't agree with you because they just want to make things which they think are fun to create (unique level design without thinking to much of gameplay) but to each his/her own.
I wanted this map to have strong gameplay and i guess i succeeded, anyway, i'll continue working on beta6 with a darker sky :P.
legacy-DimensionSeven
07-02-2004, 07:33 AM
Any chance of releasing this map as part of the Flag Pack 2004? It would help it to get played more.
legacy-Noz
07-02-2004, 07:39 AM
Well i haven't been contaced by those guys and i have to release the map before july the 15th because of the contest for which i made the map.
legacy-GinZzA
07-02-2004, 08:00 AM
imo: if u don't care about gameplay then it's also a waiste of time testing it. I don't get why u wanna make a map that's never gonna be played anyway.
legacy-Noz
07-02-2004, 08:26 AM
Originally posted by GinZzA
imo: if u don't care about gameplay then it's also a waiste of time testing it. I don't get why u wanna make a map that's never gonna be played anyway.
True, beta testing is mainly for gameplay reasons. And with your feedback i made this map a whole lot better :).
legacy-GinZzA
07-02-2004, 08:52 AM
hehe tnx :D I realise that I'm kinda sounding like a dady here, which I don't want too. I'm just very suprissed that this is a discusion point or hard for people to understand :D
Anyways, I hope I can try this map public sometime :D I hope we got close enough to the point where it's good enough for online playing.
p.s. don't forget to balance both bases. Beeing able to only get on top of the blue base is a big sucky think. If this map would be a online sucses then you will get clans who will wine about getting on the red team or not even playing the map because of that. Now that's one of the most irritating thinks.
It's like with the ut99 ctf-ANDACTION (this map is just a box with a pillar in the middle and a flag on each side) Spamcup (so this cup was only played on this map 4v4 ctf low gravity rocket arena), where the hole fight became one chaos of rockets and people going everywhere :D, there people wanted to play on the red base. Just because the flag was a fraction closer to the mid making it just a fraction easier to cap. Now you don't have to balance this map that well, but I think the getting on top of the base think is a point where you should work on.
p.s. 2: my clan won the cup btw :D
legacy-Noz
07-02-2004, 11:20 AM
Beta 6 is out, new sky and now the red top sniper platform is also reachable with a shield-jump from the cliffs.
http://home.quicknet.nl/mw/prive/m.bakker/naelir/ctf-naelir-beta6.zip
legacy-GinZzA
07-02-2004, 01:19 PM
Good job there. The sky works a lot better with me.
I've only got on think left that botered me: could you make the mid so that you don't have 2 flak cannons there. When your playing in a clan and you use teamspeak most teams don't say: I'm going over left, but they say I'm going over shock for example. Now mid got 3 ways: going over amp, going over flak and flak :D You could replace a flak by a pulse or smt.
Final think and it's ready for a real 5 v 5 ctf test.
legacy-Noz
07-02-2004, 04:20 PM
There's already 2 linkguns in the flagrooms and the 2 flak cannons are quite far from eachother so i rather leave it as it is. Adding a link on 1 route and a flak on the other also makes the flak route more favourable for defenders and the link for flag carriers.
legacy-GinZzA
07-02-2004, 11:47 PM
Mmmh, it would be nice if both sides have a own characteristic though. You could make a long rage and short range weapon side, but the sucky think is: I've got absolute 0 inspiration on what you could do to change this. I suck @ weapon placement too :D Anyways, I got to the pulse cause I know that's a weapon that's not gonna be taken much atm. You could also like replace the pulse by the bio and place that on the flak place. If you would place it on the right then people would first take the shock then the pulse at mid, perfect combination. If you'd go left you'd take a left you'd take a mini and flak. Very nice too (maybe a little to nice even).
legacy-Noz
07-03-2004, 07:55 AM
Hmm, i'll think i'll place the bio in the flagroom, the pulse where the bio is and then another pulse at one of the flak locations. That means there will be 3 pulse guns in the map.
legacy-Noz
07-03-2004, 08:40 AM
By the way ginzza, i saw you were dutch, add me on msn:
fm_bakker (apenstaartje) hotmail (punt) com
Dus gewoon apenstaartje vervangen door @ en punt door .
legacy-GinZzA
07-03-2004, 08:41 AM
pulse ain't very stong so it's ok in a way. I'd just not put a pulse a bio in the 100 shield room. Just do: bio flak, pulse at mid. Now I'm thinking:
- red base:
---> left: get mini, then pulse (ok combi)
---> right: get shock, then flak (good combi)
- blue:
---> left: get mini, then flak (good combi)
---> right: get shock, then pulse (ok combi)
Now you could also get the rl replaced by the pulse, then put a rl on mid and you'd have it better balanced I think.
Red:
---> left: get mini, then rl (good combi)
---> right: get shock, then flak (good combi)
- blue:
---> left: get mini, then flak (good combi)
---> right: get shock, then rl (good combi)
I think we got it by this.
legacy-Noz
07-03-2004, 11:58 AM
Release candidate 1 is uploaded, if everything is fine then this will be the final version.
http://www.unrealplayground.com/mapper.php?id=4382
legacy-CTFX1
07-03-2004, 10:57 PM
just played it for the first time, very nice. unreal atmosphere seems to be your forte. Reminded me of face and diamondsword just with terrain this time. But also the size of face 3 lol. I'm really not into giant maps so, good map but not my kind of gameplay. I didnt find any bugs myself but I just did a real quick run through.
legacy-Noz
07-04-2004, 12:13 PM
Alright, map is up for online testing.
Haze (admin of www.ut2004maps.com) host a server with the map on it, here's the ip:
64.5.42.201:7777
legacy-CTFX1
07-04-2004, 06:54 PM
ggs noz :) :up:
legacy-Noz
07-04-2004, 06:55 PM
:P, we didn't do much other than talking haha.
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