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View Full Version : CTF-TwistedFACE *ctf-face-remixx* my first map!



NeoGzus
12-24-2007, 02:04 AM
http://i2.photobucket.com/albums/y1/NeoGzus/pan.jpg
http://i2.photobucket.com/albums/y1/NeoGzus/redbase.jpg
http://i2.photobucket.com/albums/y1/NeoGzus/baseblue.jpg
http://i2.photobucket.com/albums/y1/NeoGzus/TWISTEDFACEFINAL3-1.jpg
Ready, with minor glitches(can't figure out why gibs fly all over the place all stretched out, zigging and zagging) I was in a hurry to give a xmas gift to you all, so here it is.
DOWNLOAD NOW!
*new link to BETA 2*
http://files.filefront.com/CTF+Twisted+FACEprorar/;9332352;/fileinfo.html

TheIronKnuckle
12-24-2007, 02:10 AM
Woo HOOOOOOO!!!

Seven_Force
12-24-2007, 03:36 AM
Well, this is pretty good. The bridges I feel are WAY to long, something overall doesn't flow quite right to me... can't put my finger on it. I think it's the excruciatingly long flag runs... they kinda kill the flow in a way simply because it's just 1 of 3 bridges you're running across.

One stock map from a previous UT which had long flag runs done right was CTF-elecfields from UT2004. There were 2 isolated parts of a run, one when you grab the flag and one when you cap it. The isolated runs were broken up by an interesting middle, something your map doesn't have.

It's just one LOOOOOOOOONG flag run across 1 of the 3 plain ol' bridges while everyone on the opposing team translocates to you. It's kinda... meh. There needs to be something breaking up the monotony, the bridges need to be shortened, or each of the 3 paths need to be different.

I don't know about this. Your map is hard to rate for me. It's put together well, but again, the flow is off. I'm giving 3 stars. For your first map though, it's very impressive.

Pelikan
12-24-2007, 05:16 AM
Great map! Always been long.

Eraysor
12-24-2007, 05:21 AM
Holy crap! Nice christmas present!

iron12
12-24-2007, 05:22 AM
OK, when I frag players weird things start happening. Is that supposed to happen?

Raze.at
12-24-2007, 05:23 AM
Are the towers custom content? They look awesome!

NeoGzus
12-24-2007, 05:26 AM
Thanks for the good feedback there seven, I kinda felt like it was a long hike too. I came up with the idea of putting a shelter over the middle of the bridges, to counter the sniper whores. I think I'll shorten the path, cuz I just played the CLASSIC map (it was on rotation with this map) and things were much faster paced cuz the bases were closer to each other. I'll update it when I get up in the evening lol

Seven_Force
12-24-2007, 05:32 AM
Neo,

No prob. Since people can make changes to their map it really pisses me off how I can't change my rating to reflect an improved map over its original... One rating is all you get on this site apparently. It would be nice if you could register only one vote, but were able to freely change it whenever.

Leo
12-24-2007, 05:36 AM
1. the maps looks very nice
2. the long way is ok and need a good backteam playing
3. and yes it was and it is a sniper-camp map

D4NO555666
12-24-2007, 06:11 AM
Map looks really ****ing nice. Love your take on an old classic. Downloading now.

booshack
12-24-2007, 07:00 AM
Really cool, I had been looking forward to trying out this one. But please honor your work and take it to the finish line, hurry up and put BETA in the title of this thread and request a mod to move it to the beta release forum.

It's cool that you pushed to get it out as a christmas present but beta would be fine - nothing ruins a map like server conflicts between different versions, and this map has potential spoiled by a few minor issues that I am sure you can work out in time. And you should, it would be a shame for this to be an "almost-there" map.

Definitely put some sort of connection in the center, andother building with jump pads, just SOMETHING. Also, if you really can't get the flow right, you can always consider making the neccesary adjustments and changing to vCTF :P

revel911
12-24-2007, 07:10 AM
Really cool, I had been looking forward to trying out this one. But please honor your work and take it to the finish line, hurry up and put BETA in the title of this thread and request a mod to move it to the beta release forum.

It's cool that you pushed to get it out as a christmas present but beta would be fine - nothing ruins a map like server conflicts between different versions, and this map has potential spoiled by a few minor issues that I am sure you can work out in time. And you should, it would be a shame for this to be an "almost-there" map.

Definitely put some sort of connection in the center, andother building with jump pads, just SOMETHING. Also, if you really can't get the flow right, you can always consider making the neccesary adjustments and changing to vCTF :P

I totally agree, minus the vCTF (personally hate vehicles in UT.) This map is still quite Beta and needs to be seen as so.

(sorry for a triple post, but I don't know which out of the many threads you posted this in you will check)

NeoGzus, don't worry, you will get the problems worked out. This is definitely a different layout then face classic and that is fine.

Comments: I will play this as much as I Can because this map is great.

Visual:

- I wish the Planets were not rotating with you. It should feel like the asteroid is rotating alone. Also, can you tone down the speed of the rotation, I was almost getting a headache?
- Your interiors are way too long and simple, it just doesn't seem up to par with how much work you put in the exteriors

Gameplay: I know you aren't pulling off an exact Face layout, but there a few things it does so well that you are missing.
- Close the back door. If you want an entrance, make it WAY smaller and actually have a door that opens. The close confines of the original face, really added to separate the sniping. Actually, I feel the same way about the side doors, shrink them and put opening and closing doors. I think it would make a wonderful element.
- Put the Portals inside the the building, making it harder for people to get to the top so easy.
- Most important, switch the Flak Cannon and the Flag. If the Flag was in the base and you had less entrances into each base and they were more confined, it would add some real tight and quick gameplay
- Actually, I think the weapons are way too close to each other. I would take away one stinger and put the Flak where one of them was, and move the Rocket Launcher and ground sniper rifle to where the ground portals are.
- Add a vertical element in the flag room, that people can translocate up to to get good guarding angles
- Why put jump boots at the top, I would put them on the second floor and maybe something like a vest or helmet at the top, to help from being Head Shot.
- Make the bridges closer to each other, so people can translocate between them if need be. You currently can, but it takes a few tries and a bit of jumping, it should be easier
- Your Second floor room should be be made way smaller, right now there is so little there it is at the point of ridiculous. I would end it right after the portal and why is it so tall? The Textures look stretched out.


I hope you don't think I am being harsh, I just want to see this map top notched and long lived. We all know they are going to put out the original face updated and would like to see you live long past when it comes out.

OriginalPrey
12-24-2007, 07:19 AM
As great as this is it becomes painfully obvious that is far from complete and as stated above should be moved to the Beta releases section.

Warping effect after killing someone:
http://img296.imageshack.us/img296/9770/ut320071224121103542ks7.jpg

Mass white "cut out" ring effect in sky (unless this is intended for some reason?)
http://img510.imageshack.us/img510/4091/ut320071224120900842sc0.jpg

Don't be downhearted though mate, for a first attempt it's clearly destined to be something pretty special. It however fully deserves to be completed first.

I also agree the flag needs repositioning, so that it feels more like a fight to get out of the base with it. Close the back entry and it will be great. Also, add some extra sniper ammo ;)

booshack
12-24-2007, 07:26 AM
I must say I really like what you did with the buildings, the interior and the teleporters. I like that it is much easier to get to the top (less running=good). The part of the map right after spawn seems to flow quite well, and overall I think you did a good job with the flag bases with the old school scrap in there and the quick acces to portals.

I think you have something going here, the changed bases give the map a very coherent feel. It is a map that is much bigger than face, so I think it really works to just stick with the outdoor'ish feel. I'm sure Epic's version of face will be true to the UT99 version, so be careful not to enter redundancy. Infact, take what you have and go with the theme. Consider adding a bit of polish on all inside places, my framerate seemed to be able to handle it.

Revel911, you make a point about it being too easy to get to the top of the building. Don't forget that running around the structure to get inside leaves you open for snipers, so either way you are making the life easier for the snipers. I think the solution is to give some cover around the middle of the map, along with some alternative routing so you can suprise your opponent. It's gonna take a lot of thinking to work that out well, but this map definitely shows some talent from a first timer - I'm sure you can pull it off.

PS: I really like the jump boots placement on the top, made a lot of sense to me as I always like trying to jump down with the flag or if I'm sniping.

revel911
12-24-2007, 07:49 AM
I also agree the flag needs repositioning, so that it feels more like a fight to get out of the base with it. Close the back entry and it will be great. Also, add some extra sniper ammo ;)

I personally don't want it fully closed, but it definitely needs to be confined which is why I recommended doors.



I really like the jump boots placement on the top, made a lot of sense to me as I always like trying to jump down with the flag or if I'm sniping.


booshack, I can accept that.


Definitely put some sort of connection in the center, andother building with jump pads, just SOMETHING.

That's why I feel the bridges should be closer together, so you can at least translocate between them.

booshack
12-24-2007, 07:57 AM
That's why I feel the bridges should be closer together, so you can at least translocate between them.

Yeah I see what you mean, but that would still provide for a monotonous flag walk. The best solution would probably be something like having the bridges all meet in the center, perhaps going over and under eachother? This would give some protection from snipers too. Perhaps a swim volume between them like those on DM-Deimos?

revel911
12-24-2007, 08:00 AM
Yeah I see what you mean, but that would still provide for a monotonous flag walk. The best solution would probably be something like having the bridges all meet in the center, perhaps going over and under eachother? This would give some protection from snipers too. Perhaps a swim volume between them like those on DM-Deimos?

Well, I always enjoyed the long walk back, it always gave purpose to flag guarding from team mates.



Thanks for the good feedback there seven, I kinda felt like it was a long hike too. I came up with the idea of putting a shelter over the middle of the bridges, to counter the sniper whores. I think I'll shorten the path, cuz I just played the CLASSIC map (it was on rotation with this map) and things were much faster paced cuz the bases were closer to each other. I'll update it when I get up in the evening lol

Seems like this is going to be fixed, but I still feel they need to be closer. Not just closer though, not as wide and take away the side guards or make them shorter, I want to feel that I can fall off.

NeoGzus, I just played through it a few more times now that I am a bit more awake. My above suggestions still stand, but I wanted to make a comment on your general visuals. Your interiors are just not up to par with your exterior work. Your exterior scenes are a 9 / 10 and with a few tweaks can easily be a 10 / 10, but your interiors need something more. Better layout, more static meshes, non uniformed lighting, the works.

Wait now that I look at the whole map, I feel that the whole map is scaled too big. I would take everything down 20% and that may fix a lot of your problems.

optic_freeze
12-24-2007, 09:17 AM
Looks awesome...

chaos667
12-24-2007, 09:37 AM
DUDE! This is really a gift for x-mas!!!! Thanks, i think this is my favorite CTF map... or one of favorites... I got a pm for you )

revel911
12-24-2007, 09:46 AM
DUDE! This is really a gift for x-mas!!!! Thanks, i think this is my favorite CTF map... or one of favorites... I got a pm for you )

Maybe that is why I am so adamant about giving comments this time because I really wanted to feel as Chaos did, but instead there were a slight bitter taste left in my mouth on what could be a perfect design.

booshack
12-24-2007, 10:24 AM
Well we can agree on some parts and disagree on others, but the death bug alone makes this a clear beta release. You are damaging your map by keeping it in full release forum :/

revel911
12-24-2007, 10:30 AM
Well we can agree on some parts and disagree on others, but the death bug alone makes this a clear beta release. You are damaging your map by keeping it in full release forum :/

I hope NeoGzus doesn't wake up and freak out because I want him to know we do like his map.

A fixed map would easily get 5 stars, but right it's at an average Star rating and in the end it definitely deserves more than that once it is finished.

JTRch
12-24-2007, 11:31 AM
Nice Map but too great for simple CTF. It will be a nice VCTF Map. Now the walk time are frustrated factor of this map.

ChristianTroy
12-24-2007, 11:40 AM
Based on the screens my opinion is the following: WOW! :) Downloading this map now. Thanks for your efforts! *Sigh* I wish I have a patience for completing my map :(

revel911
12-24-2007, 12:18 PM
Nice Map but too great for simple CTF. It will be a nice VCTF Map. Now the walk time are frustrated factor of this map.

I hope he doesn't go that route, there are just not enough good CTF maps for UT.

Jagnot
12-24-2007, 12:31 PM
Thanks, looks awesome!

revel911
12-24-2007, 12:51 PM
NeoGzus, it also seems your bots are not taking advantage of the sniper tower. Anyone noticing that?

I did notice something else that is bothering me visually, the way you scaled some of your textures. Some of them look beautifully and some look scaled and stretched.

BTW, I do take back that the stars are spinning too fast. I think it would be fine if you could keep the planets from spinning with you.

NeoGzus
12-24-2007, 01:10 PM
WOW! 3 pages of comments I wake up to lol
I agree, there are problems and should be put in the BETA RELEASE SECTION, not sure why I chose to put in full release(u guys were rushing me lol)
All comments are taken into consideration to get the map in top notch shape. I'm definitely gonna make the distance shorter, and have the paths connect in the middle(even a roof over the middle bridges.
As for the spinning sky, I couldn't get the planets to spin with the skyball, they would just spin in place on their own axis not with the center skyball axis :/

The freakin death bug is my biggest problem and I have no idea how to fix it, maybe it has something to do with the Post Processing volume or kill volume below the map, we'll see.

I'll start updating on this as soon as I can, look for a new release in the coming days. I'll keep ya posted.

Can a MODERATOR move this to beta section???

revel911
12-24-2007, 01:18 PM
I hope NeoGzus doesn't wake up and freak out because I want him to know we do like his map.


WOW! 3 pages of comments I wake up to lol

Thanx for not taking the comments to personal and I agree we probably were rushing you to get to the Beta stage, but I promise will will play this thing as much as you need us to to get it right.


As for the spinning sky, I couldn't get the planets to spin with the skyball, they would just spin in place on their own axis not with the center skyball axis :/

I just played Omicron Dawn and I think it would be better if you had no spinning than the weird spinning that is going on now with the background.


Can a MODERATOR move this to beta section???

Anyone know a mod to help this man out?

AnubanUT2
12-24-2007, 02:05 PM
Actually I like that spinning ... it really makes the map unique. Before you decide to remove it please consider taking a poll. Glad to see you are still around and will be making the great level even better. It has the makings of a fantastic CTF map that tons of people will really enjoy playing. I'll be looking forward to the next beta. You may just want to go ahead and start a new thread yourself and just point to it with a link ... usually things go faster that way instead of waiting on a mod. :)

chaos667
12-24-2007, 02:22 PM
Hey, revel911, i understand why you got this taste of a bitter, but i really miss this map, and i have it on my PC there and now. of course, when it will be polished and updated, i'll take new version, but just now i'm deal with some little bugs to gain the feeling of playing on Face again in new suit)

revel911
12-24-2007, 02:23 PM
Actually I like that spinning ... it really makes the map unique.

It just doesn't make sense. Asteroids and Planets all spinning in the same revolution? Ideally you would want just the asteroid spinning, which does make some sense.


Hey, revel911, i understand why you got this taste of a bitter, but i really miss this map, and i have it on my PC there and now. of course, when it will be polished and updated, i'll take new version, but just now i'm deal with some little bugs to gain the feeling of playing on Face again in new suit)

There is just something about Face Classic that make it that, a Classic. No matter how many times people play it, and no matter how many times they make a UT, it should always be included.

JediPoo
12-24-2007, 06:05 PM
This map feels a bit more like Face3 from Ut2003 than Face Classic. I actually loved face 3.

I think the base looks awesome but you need to redo the layout indoors. And I agree with one of the previous posters who said the flag should be indoors and that there should not be a back door. I think the weapon pickups could be better, you need to put some ammo along with them also. Right now I think only the Flak has ammo next to it. Um...The spinning skydome made me a little dizzy.

The bases need a lot of work done on them, imho. Everything inside them looks huge and doesn't really gel with ut style gameplay. Take a look at Face3 on ut2k3 if you can. The indoors were great there. Lots of ledges over and around the main room where people could hide with the flag. That base was huge, which suits this map really well. Or you could go with a more traditional classic style base.

Please don't be offended by my crits. Just trying to offer advice. I love this map. It has huge potential. Keep at it and it will be a favourate of the community.

Eraysor
12-24-2007, 08:07 PM
After some testing, I can say that while this map is totally awesome in this state, it could be even better.

My main gripe is the death bug, which has already been acknowledged. Bots don't use the sniper tower (although I did) and some of the indoor areas lack detail and seem a little oversized (e.g. behind the shock rifle on the 1st floor). One other thing is the enromous barrels in one of the bases, possibly both, near the flag. I don't know why, but their size just made them seem a little strange. A stack of barrels would give a similar effect without the oddness!

Anyways, keep up the good work and don't take the above comments harshly. The more input this map gets, the better the end result will be!

revel911
12-24-2007, 09:29 PM
I think the base looks awesome but you need to redo the layout indoors. And I agree with one of the previous posters who said the flag should be indoors and that there should not be a back door.


After some testing, I can say that while this map is totally awesome in this state, it could be even better.

My main gripe is the death bug, which has already been acknowledged. Bots don't use the sniper tower (although I did) and some of the indoor areas lack detail and seem a little oversized (e.g. behind the shock rifle on the 1st floor). One other thing is the enormous barrels in one of the bases, possibly both, near the flag. I don't know why, but their size just made them seem a little strange. A stack of barrels would give a similar effect without the oddness!

Anyways, keep up the good work and don't take the above comments harshly. The more input this map gets, the better the end result will be!

Since it seems a few of us have mentioned the same ideas, hopefully some of them will be implemented. I am glad that it wasn't just I who couldn't get the bots to go up to the sniper tower.

You have these rocks all over the place, I would recommend scaling the texture smaller, as you cal tell it looks pixelated.
http://img264.imageshack.us/img264/261/80017394vc4.jpg (http://imageshack.us)

This is the perfect platform for your portals if you move them inside
http://img264.imageshack.us/img264/151/13064500it2.jpg (http://imageshack.us)

Shock Rifle room is way too long, too tall, and textures are stretched to the point of pixelation
http://img182.imageshack.us/img182/4341/50108859qm2.jpg (http://imageshack.us)

Bridges are way too wide.
http://img339.imageshack.us/img339/4769/92485544cz1.jpg (http://imageshack.us)

AnubanUT2
12-24-2007, 10:21 PM
Well I am going to take this time to add some more thoughts to the level. First of all I just played Face Classic, Face3 and this map back to back to back and I have to say that this map definitely feels like Face3 which is excellent because that is my fav or the two face maps. There is a techno face map that is cool as well by MsM called Face][2K4 but I don't have that one anymore (but I am going to download it) ... anyway I really only think the following needs to be addressed:

- The size is fine ... it is large enough but what is off and making it look to large and the bridges too wide is the scale. I think if you used the same scale as Omicron Dawn you would have the perfect fit. And I like this larger size as I say it reminds me of Face3 and it is cool to have three alternate paths to take to get the flag and return with it. So the scale is the issue just keep that in mind ... that is why the crates look way to large among other things.

- The terrain is in need of work ... it looks undetailed and too stretched out. I really hope you can fix this ... again take a look at some of the retail maps to get an idea of how the terrain should look

- Inside the bases is just too plain ... I would say the size is fine but add some vertical levels for some inside z-axis action to it and make it so you have to go up to get the flag as well as deep within the base.

- I don't see a problem with having the back way accessible as well .. the more routes the better and more interesting and challenging the map. I would somehow work out a way to still come through the back and then maybe use a jump pad to get up to the area near the flag and then go up some platform from there perhaps. At any rate I think a backway works fine with this level ... again it gives a twist and places it closer to Face3 which it definitely already is

I love how the level rotates like Face Classic ... that is a very cool touch. I really think this map is going to be one of those special levels that really attracts all kinds of face and ctf lovers in general. Once you address the issues that people have brought up and you polish this level it is really going to be a Wow map. :)

revel911
12-24-2007, 10:28 PM
NeoGzus, You may want to try what I said and just scaling the whole map down 20%. It will fix a lot of the gameplay and graphic concerns in one single swoop.

I know you feel you want to address all the problems at once, but if you feel that you are unsure about something, release the map and see what we can do to help you.

b0b7h3r1pp3r
12-24-2007, 10:34 PM
I totally agree, minus the vCTF (personally hate vehicles in UT.) This map is still quite Beta and needs to be seen as so.

(sorry for a triple post, but I don't know which out of the many threads you posted this in you will check)


Definitely agree here but see that you've asked for a moderator so not too much you can do here other than go through a couple of threads until you find a moderators name and pm him



Visual:

- I wish the Planets were not rotating with you. It should feel like the asteroid is rotating alone. Also, can you tone down the speed of the rotation, I was almost getting a headache?
- Your interiors are way too long and simple, it just doesn't seem up to par with how much work you put in the exteriors


I couldn't agree more. I enjoy the simplicity of the original face background the best because it makes aiming easiest. Interiors should have just as much of a corrupt and evil feel as the outside, but with the lower quality interior that is lacking.



Gameplay: I know you aren't pulling off an exact Face layout, but there a few things it does so well that you are missing.
- Close the back door. If you want an entrance, make it WAY smaller and actually have a door that opens. The close confines of the original face, really added to separate the sniping.


I believe that the back door should be closed as well. In 2k4 this map was played much more heavily by the instagib crowd than the DM type crowd so sniping concerns may not be that much of a huge concern, but none the less the smaller size is important to keep the feel of the original(if that is what you are going for). Still, a map should be able to cater to both crowds unless otherwise stated so you should at least somewhat listen to sniping concerns



Actually, I feel the same way about the side doors, shrink them and put opening and closing doors. I think it would make a wonderful element.


One of my major concerns is an inability to provide effective cover for the flag because of all these openings. In the original it was an accomplishment to get inside because there was only one entrance and all teammates could be watching that. It made it so that, while gameplay seemed fast, a match could last a long time because of said difficulty, which I think many people liked about this map. I would advise just the front opening, but since you are the map maker; if you feel that the extra openings added something that was lacking from the original, then at least reduce the size quite a bit.




- Put the Portals inside the the building, making it harder for people to get to the top so easy.
- Most important, switch the Flak Cannon and the Flag. If the Flag was in the base and you had less entrances into each base and they were more confined, it would add some real tight and quick gameplay





- Add a vertical element in the flag room, that people can translocate up to to get good guarding angles

A pretty essential part of the last one for good coverage



- Make the bridges closer to each other, so people can translocate between them if need be. You currently can, but it takes a few tries and a bit of jumping, it should be easier
- Your Second floor room should be be made way smaller, right now there is so little there it is at the point of ridiculous. I would end it right after the portal and why is it so tall? The Textures look stretched out.

Totally agree with both of these things, but since youve already said you were working on these things its all good.
I don't mean to be over critical because I do enjoy this remake and I think it is a nice facelift on the original. Will be a 5 star with these issues resolved.

revel911
12-24-2007, 10:43 PM
I believe that the back door should be closed as well. In 2k4 this map was played much more heavily by the instagib crowd than the DM type crowd so sniping concerns may not be that much of a huge concern, but none the less the smaller size is important to keep the feel of the original(if that is what you are going for). Still, a map should be able to cater to both crowds unless otherwise stated so you should at least somewhat listen to sniping concerns

One of my major concerns is an inability to provide effective cover for the flag because of all these openings. In the original it was an accomplishment to get inside because there was only one entrance and all teammates could be watching that. It made it so that, while gameplay seemed fast, a match could last a long time because of said difficulty, which I think many people liked about this map. I would advise just the front opening, but since you are the map maker; if you feel that the extra openings added something that was lacking from the original, then at least reduce the size quite a bit.


I just want to know, since all these doors are open, who pays the electric bill when the A/C is running?;)

darundal
12-24-2007, 10:47 PM
Definitely Beta, but definitely awesome. Personally, it feels closer to a VCTF map than a CTF map. Maybe try expanding the bridges a bit, and throwing in a vehicle or two?

revel911
12-24-2007, 10:57 PM
Definitely Beta, but definitely awesome. Personally, it feels closer to a VCTF map than a CTF map. Maybe try expanding the bridges a bit, and throwing in a vehicle or two?

Or how about, shrinking the bridges and keeping it a CTF? :D:D:D

b0b7h3r1pp3r
12-24-2007, 11:17 PM
AGREED^...this should be shrunk! Vehicles would ruin this remake!...A map needs to be designed from the beginning with the thought of vehicles to really function well as a VCTF map.

AnubanUT2
12-25-2007, 12:42 AM
Oh no ... please no vehicles ... let's keep this remake at least in the same gametype. I really don't see vehicles working for a cool Face remake/tribute. imo anyway.

Miko
12-25-2007, 03:58 AM
I love the way this map is but its far too large for my liking and almost requires being a telemonkey to get around. That and there are some mesh errors on the top sniper nest where you fall through the edging of the tower although its shootable. Very excellent work but its scale... its just wow so pretty!

theadvanced1
12-25-2007, 11:35 AM
this map is wicked sick man. and for your first one i must say i am very impressed

AnubanUT2
12-25-2007, 01:05 PM
I just don't see this level as being too large ... there were larger levels in UT2K4 CTF maps and those always made for fun. Like I said and someone else pointed out as well this map is like Face3 and that was a pretty big map ... once the scaling is corrected this map will be about the same size while offering an additional route and to me that is always nice having an additional way to go. Also 5v5 battles work well on this level ... anyway just my opinion. But before you change the size post a beta with the proper scaling and see how that is received ... that will really tell you alot. I don't think we need another map the same size as Omicron Dawn. I like that this one is a bit bigger and it really won't take long to cross the bridge once that correction is made.

Reverse
12-25-2007, 01:46 PM
Its a very, very good map you've got there! I've just gotta ask.. what is this thing at the red tower?

http://img172.imageshack.us/img172/4923/screenshot00000je8.png

Also, you can fall through the ledges at the top of the red tower.
Good map tho :)

revel911
12-25-2007, 08:45 PM
I just don't see this level as being too large ... there were larger levels in UT2K4 CTF maps and those always made for fun. Like I said and someone else pointed out as well this map is like Face3 and that was a pretty big map ... once the scaling is corrected this map will be about the same size while offering an additional route and to me that is always nice having an additional way to go. Also 5v5 battles work well on this level ... anyway just my opinion. But before you change the size post a beta with the proper scaling and see how that is received ... that will really tell you alot. I don't think we need another map the same size as Omicron Dawn. I like that this one is a bit bigger and it really won't take long to cross the bridge once that correction is made.

I find the problem with the current CTF community is that all the maps are just not very good, and Omnicron Dawn, is probably the best one. I don't mind having another one that size as long as it will get people interested and playing.

AnubanUT2
12-25-2007, 08:54 PM
Omicron is a good size but man the flag gets back to the base waaay to quickly ... I can't see what is the problem with having a CTF this size ... I don't think it is even as large as some of the more elaborate maps for UT2K4 ... like Brave New World and Gralada ... those were pretty good sized yet people had fun playing them. All the current maps seem like they are made for 4x4 battles ... sometimes it is fun to play CTF with a team of 6 or more and this gives you plenty of space for that. But don't get me wrong about Omicron ... that is probably my fav (maybe second) retail CTF map ... I just think it could have used more than the two paths it has and that it was kind of a short run once you hit the outside of the base. But for online play it is important that people are actually interesting and participating so if a compromise has to be made then so be it. I still say that the proper scale will solve 80-90% of the issues.

NeoGzus
12-25-2007, 10:36 PM
Working on the map now. shorten the bridge paths and bring the bases closer together, adding a roof over the center parts of the bridges (not the redeemer side tho). I also figured out the bug that caused the gibs to fly all distorted everywhere(deleted the upside down terrain underneath the bases terrain. I'll see if I can touch up some of the blocking issues with the red base. It's one that slipped by in testing by myself.

I'll update you on the progress.

AnubanUT2
12-25-2007, 11:34 PM
Cool ... cool ... so you decided to make it smaller after all, huh? Oh well I hope it is not too much smaller ... I was more worried aout the scale. Did you ever go back and look at Face 3 to get an idea of how large that level is in comparison to yours? Anyway no matter what the level is still awesome and I am anxiously awaiting the next beta. I appreciate you working on this on Christmas as well. That is really cool.

ur-name-here
12-26-2007, 12:03 AM
Making it smaller is not really ness, but having things to help deflect an easy pick off while going back to base.

KiLLER JA0
12-26-2007, 01:41 AM
yea i agree, i like big maps, but if the center you have to go is wide open thats not good,

just add the cover like you said, and maybe a possible hidden alternate route...

Shadow]I[
12-26-2007, 02:04 AM
omg this is awesome! :D

Seven_Force
12-26-2007, 02:21 AM
Neo, I was going to further suggest you make some kind of structure where the bridges will intersect in the middle. What exactly, I'm not sure, but maybe something multilevel, not too big. Good luck with everything.

Oh, and I'd keep the name of your files exactly the same as your initial release. Most people just download a new version of a map and overwrite their old files, if you rename everything it might be cumbersome. It's up to you though.

revel911
12-26-2007, 08:01 AM
NeoGzus, since since no mod is moving this thread, you may want to edit your original post to let people know this is the beta stages.

Also, after a few bug fixes are you gonna release teh update, so we can test it out again?

Dr.Crazyhead
12-26-2007, 09:09 AM
wow... that map is perfect in every way from what I've seen(except of course those gibbing glitches), great work!

revel911
12-26-2007, 09:57 AM
NeoGzus, those low quality textures I post earlier, were they just stretched out too far?

I am also glad to hear that you fixed that weird kill problem. What was causing the problem?

NightEye
12-26-2007, 12:16 PM
I just don't see this level as being too large ... there were larger levels in UT2K4 CTF maps and those always made for fun. Like I said and someone else pointed out as well this map is like Face3 and that was a pretty big map ... once the scaling is corrected this map will be about the same size while offering an additional route and to me that is always nice having an additional way to go. Also 5v5 battles work well on this level ... anyway just my opinion. But before you change the size post a beta with the proper scaling and see how that is received ... that will really tell you alot. I don't think we need another map the same size as Omicron Dawn. I like that this one is a bit bigger and it really won't take long to cross the bridge once that correction is made.

I agree with revel911 in this matter, and though I like bother versions, really one was a flop while the other has become the stuff of legends. What makes Face- Classic so popular that CTF really can't live without?

Phoenix86
12-26-2007, 03:38 PM
lots of great constructive criticism on this thread....if you follow it this map will turn out oh so sexy

AnubanUT2
12-26-2007, 04:08 PM
I agree with revel911 in this matter, and though I like bother versions, really one was a flop while the other has become the stuff of legends. What makes Face- Classic so popular that CTF really can't live without?

Not a problem ... I don't say things just so people can agree with me. Let's wait and see what the actual map author does ... with a level this good I'm sure I'll like it regardless of what his actual decision is. And tbh its not a flop to me ... I will never understand how people could prefer Face Classic to Face3 ... it just doesn't work for me and usually I do like the originals better but Face Classic really blew to me. If it were not for the fact that the level spins in space and that gives it a real feeling of being in space I probably would have not played it much. It is too small imo. I love Face 3 because there are more routes you can take and I love the Egyptian motif ... anyway to each his own. I'm not making this map so I can choose to accept the final and install it or I can choose to pass and wait for someone else to do their interpretation so that is never a problem.

NightEye
12-26-2007, 04:31 PM
Not a problem ... I don't say things just so people can agree with me. Let's wait and see what the actual map author does ... with a level this good I'm sure I'll like it regardless of what his actual decision is. And tbh its not a flop to me ... I will never understand how people could prefer Face Classic to Face3 ... it just doesn't work for me and usually I do like the originals better but Face Classic really blew to me. If it were not for the fact that the level spins in space and that gives it a real feeling of being in space I probably would have not played it much. It is too small imo. I love Face 3 because there are more routes you can take and I love the Egyptian motif ... anyway to each his own. I'm not making this map so I can choose to accept the final and install it or I can choose to pass and wait for someone else to do their interpretation so that is never a problem.

Well, maybe it will be a mixture of Face_classic/Face2k3 and his own, and then it will come out better than previous versions and we all be blown away.

AnubanUT2
12-26-2007, 04:37 PM
Well, maybe it will be a mixture of Face_classic/Face2k3 and his own, and then it will come out better than previous versions and we all be blown away.

:eek: Now that would be sweet. I guess we can dream eh?

Gareee
12-26-2007, 04:41 PM
Just popped in the thread after playing it myself.. a few ersonal observations...

I'll ignore other feedback that looks lik eit's being addessed.

I'd like it Vctf, but with no vehicle spawns.. just the redeemer, and the hoverboard, to speed up the run back.

If you jump on the asteroids along the bridge back, there are some holes, and you can fall through the map. A asteroid path might be a interesting addition.. add a few, with jump pads to take you from one to another.. or maybe jump boots, so it would require more skill?

I really dislike the long corridor in the base.. and really miss the sniping locations in the base, as well as the "closed room" concept of it. The base corridor should be shorter, and the back enclosed, so it's more of a "tower" structure again.

In older "faces" you could take the tp to the top, and gradually work your way down using the various ledges that were sticking out.. it looks like you do have some of that, which I like.

There was a gradual slope up when leaving a base, and down when approching your base, and you have various hills n valleys instead. That changes the flag run dynamic.. when escaping a base, it's easier to be hit, and once you get over the hump, you have some back protection, as well as the ability to dodge, and move a little faster with the flag. Adding the hoverboard would also eliminate those dynamics, so maybe a vctf version with the bridges as they are, (long) and maybe the asteroid path, and then a shorter ctf version, with the shorter bridges, and maybe restoring that slope?

Great job though, and I'm definitly looking foreward to updates!

NightEye
12-26-2007, 04:55 PM
:eek: Now that would be sweet. I guess we can dream eh?

(in zombie voice) Need Face.....

NeoGzus
12-26-2007, 05:38 PM
Update:
I shortened the bridge paths, touched up the interiors a lil bit(more details), shortened the middle hallway, added a roof over the side bridges(middles of the bridges), made the skyball spin less rapidly(no more motion sickeness lol), fixed the Death bug(bodies flying erratically all over the place) by deleting the upside down terrain beneath the main terrains, but I still gotta try and fix the bots not using the sniper towers, no clue why they don't. Also upped the tesselation of the terrain(looks smoother now), I think I fixed the open geometry on the red tower, so you can't fall through(not sure yet, can't play when everything is pure black)........ummm........slammed 4 cups of coffee and I'm rendering final lightmaps and bot pathing. Might get a release today or tomorrow, depending on what I find that's screwed up still. I'll post pics of the updates when it's finally done rendering(been 10 minutes already, prolly another 30-40 min remaining)

I'll keep ya posted
edit:
I tried to make the bridges connect in the middle, but the angle was too steep and I couldn't walk up it. I lowered the scale of some objects that were too blurry, and I'm not sure what else I need to do, judging from all the feedback, I think I touched all the major issues. We'll see.

NightEye
12-26-2007, 05:45 PM
NeoGzus, thank you for the update and I can't wait to try this version.


I lowered the scale of some objects that were too blurry, and I'm not sure what else I need to do, judging from all the feedback, I think I touched all the major issues. We'll see.

I think I saw someone else posted these suggestions, so I wanted to ask to see if these were implemented?

1.) Did you narrow the bridges and take off the side bars, so people will fall off if not watching where they are going? I always thought that this was very well in Face-Classic as it made the flag carrier think where they were walking.
2.) Was the Back door, enclosed or restricted?
3.) If so, Were the portals up moved inside?

Thank you for letting us give suggestions and test your product.

NeoGzus
12-26-2007, 08:09 PM
Ummm, I did miss a few things you guys mentioned, but nothing crippling or glitchy. I'm a playtest it some more and maybe release it later tonight for testing purposes.
Bridges aren't closer, just shorter.
Back door is unchanged.
portals, still near the flag.

Like I said, I missed some stuff. But those particularly, I thought, didn't need much attention. I liked that setup, makes for more routes to take and attack from, and a quick escape throught the portals.

Scaling, I didn't touch cuz I have no idea how that's done, but I could find out quick.

edit: pics
http://i2.photobucket.com/albums/y1/NeoGzus/TwistedFACE1222222.jpg
http://i2.photobucket.com/albums/y1/NeoGzus/TwistedFACE122222.jpg
http://i2.photobucket.com/albums/y1/NeoGzus/TwistedFACE12222.jpg
http://i2.photobucket.com/albums/y1/NeoGzus/TwistedFACE1222.jpg
http://i2.photobucket.com/albums/y1/NeoGzus/TwistedFACE122.jpg
http://i2.photobucket.com/albums/y1/NeoGzus/TwistedFACE12.jpg
Edit2:
DOWNLOAD NOW:
http://files.filefront.com/CTF+Twisted+FACEprorar/;9332352;/fileinfo.html

AnubanUT2
12-26-2007, 08:53 PM
Those are insane man ... I like the changes but definitely try to get that scale adjusted. Great job ... please try and get another Beta out tonight if possible. :)

BuffyTheSlayer
12-27-2007, 05:39 AM
I cant wait for this version :eek::D

NightEye
12-27-2007, 08:44 AM
It si out now in the beta section, so we need to STOP using this thread and move everyone over there.

http://utforums.epicgames.com/showthread.php?t=595216