View Full Version : CTF-Lygosynthesis [Layout][Pics]

12-15-2007, 02:47 AM
Name: CTF-Lygosynthesis (I am considering shortening it to just CTF-Synthesis)
Description: This used to be a map for UT2004 that I never ended up finishing. I've tried to take UT3's different gameplay and physics into account when making this, but it might still be too large.
http://img210.imageshack.us/img210/522/synth2cq4.th.jpg (http://img210.imageshack.us/my.php?image=synth2cq4.jpg)http://img516.imageshack.us/img516/7845/synth1yf9.th.jpg (http://img516.imageshack.us/my.php?image=synth1yf9.jpg)http://img516.imageshack.us/img516/5883/synth3uw7.th.jpg (http://img516.imageshack.us/my.php?image=synth3uw7.jpg)http://img516.imageshack.us/img516/2541/synth4kg4.th.jpg (http://img516.imageshack.us/my.php?image=synth4kg4.jpg)
Compatibility: Bots work, although not terribly well.
Known issues: Collision of the walkway meshes in the center area is a bit wonky in the corners
Comments: I'm looking for feedback on the layout. Things in particular: I have an annoying tendency to overscale my maps. Is this too big? Any paths that are not very useful? Item placement: good or bad? Any other issues with the layout?
Download: http://robo422.hexicon.net/legosynth_a1.zip

12-15-2007, 03:53 AM
I like the style you took on this, it looks really cool. The pickups seem to be pretty balanced, I think in some spots you might have a few to many health vials, thats about it though. The colored lights give it a nice touch also.

A few things I noticed, a few of the lifts is sticking out of the wall (fix this by maybe letting the round mesh behiend the lift stick out more, if thats not an option put another mesh in front of it). I noticed bots not using lifts much (if at all) and translocating to most places instead of lifting they should probably use the lifts more especially on long distance translocations. One more thing I noticed, when your on red and you come down the hallway (the one with the rocket launcher on the end in the center room, 2nd floor ramps, maybe both sides I didn't check throughout, try it though) turn left and in between the straight walkway mesh and the corner piece I cant get by without jumping. Oh and I think the layout is pretty good (need to play a bit more to get a feel, too tired now :P), I'll play a bit more tomorrow and if notice anything else I'll post.

12-15-2007, 07:36 AM
from the pics; Only one pathway in and out of the center area connecting the two basses? Surely thats not enough?

Also, will you be making any WAR maps? It'll be nice to see a new Mothership :D

12-15-2007, 09:49 AM
Freaking A, can't wait for the final, i'll try and have a run through of it today.

Had a run through, plays really good, tad confusing to begin with but after a minute or two i understood where to go.

Yeah, bots if they do go on lifts, tend to get stuck (saw a red bot in blue base with flag who got stuck trying to go down the lift closest to the flag), some corridors and hallways do feel a little large, maybe shrink them a bit, though most of the walkways are a great size.

Can't wait to see what custom meshes and textures you put into this one.

12-15-2007, 11:58 AM
OhYeah !!! finaly Yahooooo
my favorite map of UT2k4 ... yeah i know you didnt finish the map
like you want to but still a great map Robo422

i tried all the beta on our server n still 1 of the best mapi ever play
nice graf , nice gameplay and alot of fun !!! :D
Oh Yeah , action time again THX ALOT Robo422 !!

looking forward for your final map ;)

12-16-2007, 07:10 AM
Looks promising, but idd only one path into base sounds a little cramped and could become a hard capped map.

12-16-2007, 09:51 AM
You can go up, down or through the middle.

01-17-2008, 10:24 AM
Its been a month, so i say BUMP with the intention of asking if there has been any progress?

01-25-2008, 01:39 PM
Anything at all Robo? Come ON just say SOMETHING (well not something).