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  1. #1
    Redeemer
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    MAP-DM [WIP] CTF-Wozokikmaz

    Name: CTF-Wozokikmaz
    Version: Alpha WIP
    Compatibility: UT2004
    Comments: CTF map with two bases and 5 paths to get to the enemy fortress, use of teamwork for successful attacking and defending is necessary. This map was inspired by an other game.
    Can of cookies for the person who can guess where the name originates from (Sly. and MDK are not allowed to participate :P)
    Screenshots: See below
    Credits (so far): Sly. for being a great mapping mentor; Feedback givers: MDK, Heimdallr, Budboy, jefe, Hazel H for the Skybox; some creators of custom packages I need to find out and reference :p
    Homepage: N/A
    Download: N/A yet

    Screenshots:



    TO-DO-LIST:
    -Build skybox (Thereby also fix up sunlighting, it is too bright as of now)
    -Make doors and hatches open and close with "use" (<- man, these movers drove me nuts! -.-)
    -Distribute pickups
    -Botpathing
    -Decorate inaccessible landscape around the main playing field
    -Place blocking volumes to prevent players from escaping OR use IonCannon targeting for that
    -Zoning and other performance optimisation
    -Fix up river (Fluid sufaces are placeholders for now)
    Also, swimming is not recommended as the river will be dangerous. ^^
    -make terrain a bit more "irregular" (use noise tool)
    -change tower floor textures
    -make dripping water in the tunnels

    Constructive criticism is welcome!
    Last edited by Baryonyx; 11-26-2012 at 08:47 AM.
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  2. #2
    MSgt. Shooter Person
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    No link for a test ????

    When i see your picts, i have some comments (my opinion ofc) :
    a - the map look very huge for a CTF,
    b - the terrain is too flat- you could add some hills and some trees. Don't use the "noise tool", that's crappy.
    c - the walls are little bit too flat, you should add some relief.
    As you use some staticmeshs for the crenels, you should move a bit and inlarge them (because the junction is bit ugly).
    d - Mixe more texture for your building or use some lightings to change the result.
    e - If you wanna optimize, put a anti portal in the middle and change the level of your both base. If your middle area is higher than the both base, the hill could use to put your antiportal.
    But, that break probably your idea about the layout.
    f - change your tower floor texture. really.


    Well, I wait the second try. WIP.
    After, you could add some Vehicules.

  3. #3
    Redeemer
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    Nope, it's not in a state I want to give it out for public testing yet. ^^

    a - That might be true but it is wanted to be like that.
    b - Noise does not look crappy if used right, i.e. very carefully. Small trees and some rocks for cover will be added.
    c - Will perhaps add some stick-out bricks or something similar. Could you explain a bit more what you mean with the ugly junction?
    d - Hmm, that might be induced to the too strong lighting that is still present.
    e - I am still learning mapping, but I'll consider this point.
    f - *laughs* Okay, if everyone I showed pictures of my map to says this, I will do it. I promise.

    Vehicles may be addded in the ONS version that will be made once this is ready, as it was requested by MDK. I may make a VCTF version too, though.
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  4. #4
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    you know I kinda like the simplicity of the map

    with the right lighting, and some outdoor decos, that would look great IMO

  5. #5
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    Okay, changed tower floor texture. See above in the middle island picture. Is it better now?

    Also, I need to change some emitters for the dripping water. Does someone know which property values control size and frequency?
    Last edited by Baryonyx; 02-09-2012 at 01:18 PM.
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  6. #6
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    is that a grass texture? I can kinda see square patterns in it lol

    maybe you should use a rocky/soil/earth texture then put grass deco here and there??

  7. #7
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    I agree with Heimdallr, the noise tool does terrible things. With all the open space, this map seems more suited for VCTF in my opinion.

  8. #8
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    Okaydokey, TO-DO-LIST updated. (Green = done, yellow = started, red = not done)

    Some things I ran into and that no one was able to help me with yet:
    -I need an emitter for dripping water. The four tunnels that lead to the main cave under the middle island all go underneath the river, and it was suggested to add dripping water there. Can someone make me one or tell me in which map I could find one? (read: from which map I could rip one off *evil laugh*)
    -I had the idea to make cheering people man the outer walls on some spots, but I want to use playermodel-meshes doing taunt animations instead of the standard 2D-Crowd. Anyone knows how I could do that? ^^ I also want to create some statues with playermodels, can someone tell me how to get their meshes on the map so I can convert them to a static mesh?

    @Budboy: Ehm, it's actually lots of sandy, dirty and grassy textures... I'll see what I can do against that pattern.

    @jefe: Well, I used the noise tool now and it looks allright... But for Christ's sake, if you* stop pointing out how good this would be suited for vehicles, I'll promise to make a VCTF version after the CTF version is done, yes? But please understand that in the original where this is inspired from, it was no-vehicle CTF, and this map is also made for team-work, so more players than normal have to work together to secure the own flag and make successful captures. This is why the open space has a purpose that you will experience once I make the first test release.

    New screenies will perhaps be shown tomorrow.


    * plural you
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  9. #9
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    I also want to create some statues with playermodels, can someone tell me how to get their meshes on the map so I can convert them to a static mesh?
    A simple method to get a "statue" in a cross position would be to place a pawn/Monster/something of that kind, open the Animation Browser, select an animation of a mesh you would like to use and go into the pawn's/monster's/actor's properties. In Display you will find "Mesh". Simply click on "Use". Then your mesh should be a different one. Now you need to convert that actor to a static mesh, just as you would do that with a BSP brush.
    A huge fan of the entire Unreal franchise and Bulletstorm.
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  10. #10
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    Yep, that did it!

    UPDATE:
    New pictures and slight changes in TO-DO-LIST. See first post.
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  11. #11
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    Sly made a cool water dripping emitter for me but now I need to know what properties of an emitter change their spawns per time (for water splashes in the puddle) and also how to turn around emitters, as turning in the viewports does not work for all of them.
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  12. #12
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    Quote Originally Posted by Baryonyx View Post

    I hope the "pattern" that Budboy reported is not as visible anymore.
    lol

    but yeah, the square design I was seeing seems to have dissappeared or was lessened

  13. #13
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    Small update:

    Changes to TO-DO list and new picture.
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  14. #14
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    Smile Nice WIP choice.

    Nice WIP choice Baryonyx. Hope some UT2004/UT3 community users won't disappoint you with your mapping skills mate. Very large-scaled map would be cool for VCTF gametype (and CTF too), now how about the 'Onslaught' version of this map? (Would glad to happy with it, especially the )o( servers will express this map by taking care of.) Kudos!

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  15. #15
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    Onslaught and VCTF will be done when the CTF version is completed, as I said several times. Interesting what you said about the )o(mnipotents. I'll probably incorporate that anti piracy thing into my map, so it won't get ripped off by ABA and )o(mnipotents lol.
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  16. #16
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    i think your terrain is always too flate, and the crenels are little bit ugly (bad lighting and bad alignment).
    Just by your one screen.

    Mb we can help more with a link of your map.

  17. #17
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    Yeah well I really don't know why the crenels are so much darker than the rest of the wall...

    Terrain has to be flat because it was like that in the game this is inspired from. Those ruin parts and trees are the only altering concerning cover I will make.

    Link will come once the TO-DO-List is all green, then there will be the first beta release.
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  18. #18
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    As you used a statichmesh for your crenels, i think one of the vertex points should be hide by another static or inside a brush.
    Lighting of the surface can't be calculate if one of them is hide. So the dark.
    Move your staticmeshs from each other or a from a brush. they should not be superimposed. Try a new lighting build.
    If the surfaces are dark, re-make completly your statichmesh. You had crapped your staticmesh. Sorry.

  19. #19
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    just saw the latest screenshots

    it's looking good, I like the choice of lighting

  20. #20
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    amd why make that the water will be dongerous i mean river make that you can swimp on it
    P.S: make for VCTF4 one please
    I dont like the new smilles

  21. #21
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    A stream can also pull you underwater and make you drown because you cannot get out of it anymore. Around here at the Rhein (or "Rhine" in English) there were a few such accidents. People don't pay attention to the warnings and go swimming in this river - then they are in trouble, not only because of the huge amount of cargo ships.

    And afaIk the map on which this one is based on has an inaccessible river. Other than that, players could leave the playable area through this river.

    PS: Wish you all a happy Easter!
    Last edited by Sly.; 04-08-2012 at 02:56 PM.
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  22. #22
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    @maxim: Sly is right, the game which this stems from has the water inaccessible, which is why the water will be impassable. And no VCTF4, sorry. I may allow it to be converted into that by someone else once it is done.

    @Sly: Hmm... nice idea. I originally wanted to do a damage volume, but sucking the player down and making him drown is also a good idea...

    People leaving the playable area through the river won't be possible due to volumes killing everyone leaving the area...
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  23. #23
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    maybe you should put in pirahnna movers so as to make the river look deadly

  24. #24
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    Particles would be better in that case.
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  25. #25
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    just make that the river will push you to a fall water and when you falling on fall water you get killed
    its realy stupid that you swimp and bam you killed its like the soldier dont know how to swimp all soldiers most know how to swimp to go to army
    I dont like the new smilles

  26. #26
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    I'll maybe place corpses around the river too, so it's dangerousness is obvious.
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  27. #27
    Marrow Fiend
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    Put them in as mesh emitters following the stream, sinking and fading, such as bones and some other stuff mixed with piranhas. :B
    A huge fan of the entire Unreal franchise and Bulletstorm.
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  28. #28
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    I'm gonna bump this, because I really like the straight-forward design of this map

  29. #29
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    It is still on hold, will perhaps be continued once Containerpark is done.
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  30. #30
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    add this to the to-do list: change font color coz its frying my eyes LOL! (joke xD), but anyway, can't wait for it release, seems its going to be pretty good ^^
    Quote Originally Posted by DarkSonny07 View Post
    Convert the time in your friend and not your enemy there is not any limit time for doing maps.

  31. #31
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    Better now?
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  32. #32
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    lol idiot, i was joking xD, but anyway, can't see to the map's final stage, principaly coz im looking for some huge ctf/vctf map and i know that it will be great after seeing what u are going to do at the map, keep it up!
    Quote Originally Posted by DarkSonny07 View Post
    Convert the time in your friend and not your enemy there is not any limit time for doing maps.

  33. #33
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    Bumping this, any new updates on this?

  34. #34
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    Still frozen, sorry.
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  35. #35
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    but you stil doing it?
    Quote Originally Posted by DarkSonny07 View Post
    Convert the time in your friend and not your enemy there is not any limit time for doing maps.

  36. #36
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    With "frozen" I mean I'm not currently working on it.
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  37. #37
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    That sucks

  38. #38
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    I though that with "frozen" you meant that you didn't get any updates lol, but well, can't wait to see the final version of this map
    Quote Originally Posted by DarkSonny07 View Post
    Convert the time in your friend and not your enemy there is not any limit time for doing maps.


 

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