View Full Version : CTF-Griever [Final]Download! [Pics][UPDATED again]
Name: CTF-Griever
Version: FINAL
Compatibility: UT3
Changes from beta 3: Not a lot, a bit of bot pathing and lighting iirc
Description: Taken from the map description: Description=Liandri were building an underground shopping center dedicated to merchandise related to the tournament but half way through building it they thought "WTF R WE DOING LOL" and turned it into a capture the flag arena.
Comments: This is the final version of my first UT3 map.
Map is fully pathed for bots.
Screenshots: [UPDATED - BETA 3] - Final looks the same.
http://www.nickya.adsl24.co.uk/Stuff/UT3DLS/CTF-Griever/Beta3sshots/Bluebase.jpg
http://www.nickya.adsl24.co.uk/Stuff/UT3DLS/CTF-Griever/Beta3sshots/Midfromblue.jpg
http://www.nickya.adsl24.co.uk/Stuff/UT3DLS/CTF-Griever/Beta3sshots/DeemerCorridor.jpg
More screenshots:
http://www.nickya.adsl24.co.uk/Stuff/UT3DLS/CTF-Griever/Beta3sshots/Abovemid.jpg
http://www.nickya.adsl24.co.uk/Stuff/UT3DLS/CTF-Griever/Beta3sshots/AbovePads.jpg
http://www.nickya.adsl24.co.uk/Stuff/UT3DLS/CTF-Griever/Beta3sshots/Mid.jpg
Map Music by Dj Graf
Homepage: none
Download: [UPDATED]FINAL DOWNLOAD!:
http://www.nickya.adsl24.co.uk/Stuff/UT3DLS/CTF-Griever/CTF-Griever-Final.rar
[updated - Final]
To Do: nothing :D
Simeon
11-30-2007, 02:09 PM
Looks good - the transition in color between the red and blue area is a bit unexpected; when you walk through the amp room, the color of the screen changes from red to blue or vice versa but the rest of the environment doesn't really indicate that this is going to happen. I'd add some visual hints that the player is now entering the red or blue area so the change in color doesn't come as a "surprise" or that it happens for no apparent reason. For example, when someone enters an area that clears looks like a bio facility, it feels normal/acceptable that the screen changes to a greenish color.
I hardly notice the transition on my computer, maybe your monitor has higher contrast or something - it was meant to be a subliminal effect :p. You do bring up a good point though, from the middle it is a little unclear which base is which..hmm. Thanks.
edit: I've set the bases to red/blue and the middle to neutral. Will upload beta 2 if I make enough changes (come on people, suggest some!)
Bump.. Come on, does no one even think anything at all about this map? If you're not commenting because it's perfect, TELL ME FS! :P
VladTheInhaler
12-01-2007, 05:37 PM
As stated before, the base identification could be way better. All that happen to me is I get lost once I try to cap the flag. The middle is a giant grey maze.
Thank you, I'll work on it.
I'd like some opinions on item placement etc. any CTF pros around here?
VerteX
12-01-2007, 09:19 PM
not I =d i'm more of a an AS/DM/everythingexceptCTF kinda guy
Simeon
12-01-2007, 09:36 PM
not I =d i'm more of a an AS/DM/everythingexceptCTF kinda guy
But did you check the map? Otherwise, what's the use of posting that :rolleyes: ;)
revel911
12-02-2007, 12:21 PM
I like what I see so far, I just downloaded.... I will give some feedback later after a few hours of playing
revel911
12-02-2007, 01:27 PM
Sabo, I will play it a bit more, but my first thought is too many items TOO close together.
Your road blocks and placement items are also a bit erratic, I find that they are great for defensive movement, but it really slows down the pace.
The extra Damage Modifier is WAY too easy to get too and the helmet is WAY too hard to get too. I would also like to see the alley ways be a bit darker making you feel you are really deep in the city, which would make the lighted areas really stand out.
hardness/easyness to get doesn't really matter when you've got the enemy team to worry about ;) - the extra helmet in the middle inside the crate is just an extra reward for going all that way for the redeemer i guess :p
Do you think i should replace the damage amp with a keg?
or maybe replace the shield belt with a keg?
revel911
12-02-2007, 04:44 PM
I also want to comment on that Pane of glass you have hanging in the air..... half of me loves it, the other have hates you.....
When you first jump and hot the glass, you like :confused:
I changed the glass into a more visible force-field texture now :- )
revel911
12-02-2007, 05:36 PM
Actually Sabo, I had a great idea. Put the glass back. Have a small platform raised up in the air where the damage Modifier is between two Pane's of glass. Add Jump boots somewhere to get up to get it.
The corridor's are a bit small for the redeemer.
jansoft88
12-02-2007, 06:18 PM
Hey, Nice work. Better than anything I have done so far :D.
<extraThoughts>
Don't like the lighting though. It should be more subtle and individual lights should have more of a falloff. In most screens there seems to be a universal light for the area which is kinda killing the mood that the individual lights could have made. Also the volumetric lights (lights with fog) are a tad too intense when compared with their falloff. You might wanna check the lighting tutorial at hourences.com if you haven't already.
</extraThoughts>
revel911
12-02-2007, 06:50 PM
Hey, Nice work. Better than anything I have done so far :D.
<extraThoughts>
Don't like the lighting though. It should be more subtle and individual lights should have more of a falloff. In most screens there seems to be a universal light for the area which is kinda killing the mood that the individual lights could have made. Also the volumetric lights (lights with fog) are a tad too intense when compared with their falloff. You might wanna check the lighting tutorial at hourences.com if you haven't already.
</extraThoughts>
I think he going with the overall lighting because it is sunny outside, but as I said above, I want to feel that this is deep within the city having the sun light up he walls above and gradually get darker below. Having the corridors dark and having the signs create mood lighting.
Sabos, can we also get some more high rez building showing from the outside?
revel911: about your idea of putting the damage amp up in the air: I don't want to do this because really, it's pointless and it will probably just be a little irritating. Don't forget that CTF is played with the translocator.
Yeah I've realized this map isn't very good for the redeemer after trying it out a few times, but who knows? maybe it'll add a new level of tactics for CTF clans - if it ever gets that far. <_<
jansoft88: I'm still not really very happy with the lighting in the middle myself. Working on it. :)
edit:: what do you think of this development - came to me after someone asked why there was a fence infront of a brick wall :p?
It goes through from the Stinger in each base, through to the rocket launcher
http://www.nickya.adsl24.co.uk/Stuff/UT3DLS/CTF-Griever/NewSshots/Newshockingbit.JPG
http://www.nickya.adsl24.co.uk/Stuff/UT3DLS/CTF-Griever/NewSshots/Newshockingbit2.jpg
but you can ONLY shoot through it, you cannot translocate or walk through it.
Caravaggio
12-03-2007, 11:29 AM
Not bad.
For some reason the textures and shapes in the first two shots make me think of Depth Dwellers though...
http://www.juegomania.org/pc/4554
Ah, nostalgia.
VACkillers
12-03-2007, 05:08 PM
this map is absolutely rocking!!!!!!!! pls keep up the good work, ppl aren't commenting too much coz their too busy playing :) lol
Bump.
See first post for new version (beta 3)
AnubanUT2
12-09-2007, 08:00 PM
Bump.
See first post for new version (beta 3)
This map is really really fun and fast and cool and distinctive. In other words it is a good map that I really enjoyed and I am looking forward to the final. I got a little lost but really that was probably me ... some parts of the middle seem to be a bit out of place from the ends but again that is probably a design choice .. the map still looks cool. Some of the meshes seem to have a random and unplanned placement about them ... again this is probably to give this sort of map a more real feel and if so then you did a good job on that. It is not a "neat" map but I don't suppose that was part of your theme. :) I really appreciate that you have a map preview pic and also a player count ... makes the map more professional feeling. :)
jansoft88
12-10-2007, 01:59 AM
jansoft88: I'm still not really very happy with the lighting in the middle myself. Working on it. :)
Great :). Do something about the spotlights as well. Their fog is way too intense yet dissipates really quickly so either decrease the falloff or decrease the intensity. Sorry I haven't had to try the map out myself so still relying on the screens in the first post :).
AnubanUT2: I appreciate the feedback, it means a lot :)
jansoft88: Never thought of that, I'm not quite sure how to do it, but I'll try.
AnubanUT2
12-15-2007, 04:27 AM
So any updates to the map? How close are you to releasing this map as a final? Have you thought about whether you are going to keep the middle portion as is with the brick walls instead of matching it with the rest of the map?
i like this map tbh :) - looking forward to the full release :)
AnubanUT2
12-18-2007, 04:31 PM
update please?
Sorry Anuban, I guess I got a little bored of making this map. Had a break for a week or so :p I didn't realize anyone had replied to this thread since my last post :|.
What are your thoughts on the hole that goes through from the rockets/stinger?
Please re-assure me about it, I'm worrying whether it's a good idea to keep it or not.
Other than that I'm pretty close to releasing the final. Very similar to Beta 3. And I don't plan on changing the textures in the middle. Infact, I'll release the final today if i don't find anything wrong with it. And you tell me that the hole is good :p
Denk: Thanks for the support!
theteck
12-20-2007, 02:33 PM
i download testing and add a comment after but picture its good
AnubanUT2
12-21-2007, 12:02 AM
Sorry Anuban, I guess I got a little bored of making this map. Had a break for a week or so :p I didn't realize anyone had replied to this thread since my last post :|.
What are your thoughts on the hole that goes through from the rockets/stinger?
Please re-assure me about it, I'm worrying whether it's a good idea to keep it or not.
Other than that I'm pretty close to releasing the final. Very similar to Beta 3. And I don't plan on changing the textures in the middle. Infact, I'll release the final today if i don't find anything wrong with it. And you tell me that the hole is good :p
Denk: Thanks for the support!
I think that it is a good idea ... it makes the gameplay more dynamic and that is always a good thing. Glad to see you are going to finish this baby up. I really liked it and wanted to have it as part of my final collection. :)
bump for final version :d
Freak
12-27-2007, 12:26 AM
I'd like to give Sabo a special thanks for a very well done map.
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