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VCTF-Fortress [Pics][DL][Final]

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    VCTF-Fortress [Pics][DL][Final]

    Name: VCTF-Fortress

    Version: Final

    Compatibility: UT2004

    Description:
    After the skaarj invaded the Nali Castle, some of the most influential people from the ruling lineage felt the need to relocate to a safer place. They built a fortress above the reservoir of a lake, hidden between high mountains, and kept it in a state of levitation thanks to an unknown magnetic field. With the passage of time, the strenght of the magnetic field decreased and gradually the structure began to collapse, with parts falling down into the lake. Every now and then, another section of the structure gives way and collapses into the lake below and thus the fortress is reduced in size year by year. But don't worry about it though; with the life expectancy of combatants in the Tournament, you will have more pressing concerns to worry about.

    Comments: Among all the maps made by me this is the one i like most, it is also my most successful one (on my server), hope you'll like it too.

    Known Problems: None

    Screenshots (in JPG ):

    [SHOT]http://www.unrealplayground.com/forums/downloads/screenshot_Lwx.jpg[/SHOT]

    [SHOT]http://www.unrealplayground.com/forums/downloads/screenshot2_FQ9.jpg[/SHOT]

    [SHOT]http://www.unrealplayground.com/forums/downloads/screenshot3_16P.jpg[/SHOT]

    Credits:
    Angel Mapper for the permission to use some of the StaticMeshes from CTF-CannonFodder
    Hazel.H for the skybox
    Patrick "pd" Dinklage for the custom jumpads.
    Everybody who contributed the construction of this map by providing feedback.

    Download:
    http://www.unrealplayground.com/foru...o=file&id=7946
    http://www.mediafire.com/?vvzup12w0lwf1fh
    http://www.megaupload.com/?d=0UE3XV0B

    'njoy

    #2
    The map looks pretty well constructed and I like the theme. But the sunlight doesn't match the skybox. It shouldn't be yellow at all, should be more blue. You have to be careful when the skybox is most of your scenery to get it just right.

    There are some chandelier like structures in some of the buildings, these would look better as proper light sources with coronas. It looks like you placed a light actor just above them, when the lights should be coming from the perimeter of the structure. This caused some odd shadows. Instead the actual light sources are several lights all around the chandelier which would make it cast multiple shadows in real life, with the net effect of the shadows being very diffuse and essentially canceled out. The best way to achieve this in UT2004 is to set the chandelier structure to not cast shadows at all, and to place a couple of smaller light actors around the chandelier and a large radius light at the center of the chandelier.

    The team-colored torches on the exterior look bad - with bright sunlight, It makes no sense to have torches lit, and the light that they cast would be barely perceptible. Try placing something else for team colors. Also, just tbh, putting a large sign that says "Darkmule made this" is really not necessary and takes away from the immersion of the map. The sign doesn't fit the Nali theme. There are other ways to sign your map, and it's better that you make it an easter egg that requires some effort to find rather than being a 'feature' of the map.

    Comment


      #3
      I've played this map online RPG 4EVAR!!!

      Ye, it was a RPG server. I did enjoyed the map, think the map is pretty good

      Comment


        #4
        Originally posted by jefe View Post
        The map looks pretty well constructed and I like the theme. But the sunlight doesn't match the skybox. It shouldn't be yellow at all, should be more blue. You have to be careful when the skybox is most of your scenery to get it just right.
        Aww, disadvantages of being colorblind
        I am ready to change the color of the SunLights but i need some 'guidelines' because for the reason mentioned above, i barely see any difference
        I tried to change the LightHue of the SunLights to 160-170 (pure blue)
        This is the new look, opinions?




        Originally posted by jefe View Post
        The team-colored torches on the exterior look bad - with bright sunlight, It makes no sense to have torches lit, and the light that they cast would be barely perceptible. Try placing something else for team colors.
        The reason was indeed to give some indication and help the navigation around the map but i believe i can find a replacement.

        Originally posted by jefe View Post
        Also, just tbh, putting a large sign that says "Darkmule made this" is really not necessary and takes away from the immersion of the map. The sign doesn't fit the Nali theme. There are other ways to sign your map, and it's better that you make it an easter egg that requires some effort to find rather than being a 'feature' of the map.
        I used it more for "covering the empty space" rather than a signature although i put that in many of my maps. In this one there isnt enough space in the "easter egg" room, which i believe you didnt find yet. Good, this means it is well hidden

        Thanks a lot for the detailed feedback, i'll make a SE version with your suggestions

        Comment


          #5
          Nice map. I've got a few recommendations and a question:
          1. How do I get back from the redeemer location the main catwalks after being launched up there?
          2. I think you might be able to find a more suitable roof texture either from the original Unreal or one of the free texture packs out there (The BernyBoy realistic texture pack is compilation of all types of textures including some roof shingle types which would look better than the stone).
          3. Adding a few defense points around the flags would be good for the bots, and maybe a couple of assault paths.
          4. I would love to see a little more Z-Height variation for the vehicle's route, maybe raise two of the towers up about 256uu so that the catwalks angle up a bit. As it is now the play area is a little too flat for my tastes.
          5. Although some people might hate this, I think it could be cool to add some "infantry only" paths on the floating islands themselves with JumpPads to launch players between them (maybe enlarge a few of the Islands and add some additional foliage. This could also help provide a little more z-axis variation as well.

          Comment


            #6
            Originally posted by meowcat View Post
            Nice map. I've got a few recommendations and a question:
            1. How do I get back from the redeemer location the main catwalks after being launched up there?
            Well, i admit that since in the server where i play there is the translocator i kinda understimated this problem. The times i went there with the flag (and therefore i couldnt use the xloc) i shield-jumped back with no problem.
            I know that not everybody might be able to do so. Not sure if it os possible with a wall-dodge too.
            Originally posted by meowcat View Post
            2. I think you might be able to find a more suitable roof texture either from the original Unreal or one of the free texture packs out there (The BernyBoy realistic texture pack is compilation of all types of textures including some roof shingle types which would look better than the stone).
            Yes, lately i worked on two new VCTF maps, they have the theme of some Unreal 1 levels. I used the same texture of U1 so i know some interesting ones, i dont promise anything on this tho

            Originally posted by meowcat View Post
            3. Adding a few defense points around the flags would be good for the bots, and maybe a couple of assault paths.
            There are assaulth paths if i recall correctly, at the entrance of the bases.

            Originally posted by meowcat View Post
            4. I would love to see a little more Z-Height variation for the vehicle's route, maybe raise two of the towers up about 256uu so that the catwalks angle up a bit. As it is now the play area is a little too flat for my tastes.
            Although this is a VCTF map, i admit it is more a 'foot map', driving a vehicle along the ways is rather hard, although i did my best optimising collision to make sure to get stuck less possible.
            I considered raising the wooden bridges a bit but i wasnt sure

            Originally posted by meowcat View Post
            5. Although some people might hate this, I think it could be cool to add some "infantry only" paths on the floating islands themselves with JumpPads to launch players between them (maybe enlarge a few of the Islands and add some additional foliage. This could also help provide a little more z-axis variation as well.
            Adding jumppads is a bad idea, specially for a RPG server where you can increase your air control. In case you didnt notice the two jumppads on the map are 'special', in fact they cancel your air control while you are flying to the middle tower. I did this because with normal jumppads it was possible to wall dodge on the tower and fly along all the map, making capping way too easy. Adding other jumppads would make it too easy to score flags :/

            Thanks for the feedback m8!

            Comment


              #7
              I'm fairly decent at dodge/wall jumping and the redeemer room is too far away to jump back with the flag unless you use a translocator or shield gun.

              Other than that, the map looks good. It might be better if there was a smaller vehicle or two because the roads are also small.

              Comment


                #8
                Originally posted by Darkemule View Post
                Aww, disadvantages of being colorblind
                I am ready to change the color of the SunLights but i need some 'guidelines' because for the reason mentioned above, i barely see any difference
                I tried to change the LightHue of the SunLights to 160-170 (pure blue)
                This is the new look, opinions?
                Hard to tell in that screenshot. I tested these sunlight values and they should work well:

                Bright Sunlight
                Light Brightness 120
                Light Hue 130
                Light Saturation 240

                Shadow Sunlight
                Light Brightness 35
                Light Hue 170
                Light Saturation 200

                Change the ambient brightness on the zone info actor down to 10 or less. (Makes static meshes look overly bright otherwise.)

                I used it more for "covering the empty space" rather than a signature although i put that in many of my maps. In this one there isnt enough space in the "easter egg" room, which i believe you didnt find yet. Good, this means it is well hidden

                Thanks a lot for the detailed feedback, i'll make a SE version with your suggestions
                I didn't really look actually, I just looked around in spectate mode and then walked around the map. I'm not much of a gameplay critic for VCTF, I use the maps on my server for RPG DM and vehicle invasion.

                Comment


                  #9
                  Connected with large floating island, forts, bridges and vehicles. Nice lighting, details, large plants and skybox. Two paths with small roads are pretty much average. The Redeemer area seems interesting enough but you'll get warned for using the jump pads and no one can get you out in the area, unless the Raptor is involved or use the Translocator (dodging quite work well but tried), might get taming for some servers; going that area with carrying an enemy flag is not good I suppose. Anything else, this map is fun and the bots are slightly good but average.

                  http://www.unrealplayground.com/foru...o=file&id=7946

                  Notice: Mediafire and Megaupload download links at the first post are dead, only Unreal Playground remains.

                  Comment


                    #10
                    More DL link, direct mirror added to UT-Files.com:
                    http://ut2004.ut-files.com/index.php...F-Fortress.zip

                    Comment


                      #11
                      interesting layout for VCTF and I like the vegetation, fort itself, paths, lighting/shadows, redeemer location, jumppads, torches, chandelier, message board and surrounding mountain lake scene (although the skybox needs work); a couple more vehicles could work also and maybe one flying.

                      (and, uh, I guess no more download links)

                      Comment

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