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  • replied
    Well, while I'm waiting for my DL (thanks for the link by the way), if T2A was involved then something was done to improve the gameplay. Is the v3 version the one you started with for your remake?

    EDIT: I'll probably be editing my reviews of these maps once I try v3 and look at the details more. There is also a FragBU version that came out before v2 that would be interesting to check out if I can find it.

    EDIT AGAIN: well, can't find the FragBU version anywhere. The only chance of finding it is if someone is nice enough to upload it somewhere and give us the link.

    Also, all above reviews now modified.

    Leave a comment:


  • replied
    Originally posted by SkaarjMaster View Post
    EDIT: What's the deal with v3? I can't find it anywhere. Was it a collaboration between you and Raffi or what? Thanks.
    I am not entirely sure about that myself. I found it when I searched the internet for the latest CTF-Arid version and started work from there. I think it was never advertised anywhere. It might have been only made by Raffi_B/T2A to fix a few things. http://www.atomicgamer.com/files/58229/ctf-arid-v3-zip

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  • replied
    Sorry, I never was good at dodge jumping or wall dodging/jumping and I liked the gimmicks in the RB version (it is what set the map aside from others at the time). I can understand about skilled players wanting more of a challenge though. The jumppad comment was leftover from my initial shock at change from RB version in v2 (I'll change it in your review).

    About the bots, UT2004 is the only UT series game where I haven't change difficulty in a long time, but once I've reviewed all these latest released maps I will change it. I think I've let enough time go by where my comments about bots in reviews won't get skewed.

    Actually, the comment about the skybox was still referring to the RB map. I'll make that more obvious. See Ya!

    EDIT: What's the deal with v3? I can't find it anywhere. Was it a collaboration between you and Raffi or what? Thanks.

    Leave a comment:


  • replied
    Originally posted by SkaarjMaster View Post
    still no more moving platforms (instead you have to jump down then look for jumppad and move up again but pad moved farther away from flag, well I guess this way you aren’t exposed on the platform anymore)
    You know that you can dodge jump or even walljump across that gap? There is no reason for platforms which honestly would break the flow too. The bots can actually jump across this gap now too

    Originally posted by SkaarjMaster View Post
    instead you get jacked against the ceiling with new jumppads
    Yes you can use the jumppad to get to the upper router but you don't hit the ceiling. You probably know this but it sounded like it was bad quality.

    Originally posted by SkaarjMaster View Post
    The gameplay is still fast and furious and the bots seem as tough as in the CTF-RB-Arid version.
    Hm bots are much tougher than in any previous version. They can now fully use the upper path, they vary the attack/return path using either the upper router or right or left or bottom door of main router, they actually use translocators intelligently and they play smoother and much faster. I guess its more easily visible on higher skill setting.

    Originally posted by SkaarjMaster View Post
    possibly a better skybox
    Originally posted by SkaarjMaster View Post
    I’d actually prefer a darker old version with better skybox and stop there, but this is closer than v2 version to that.
    CTF-RB-Arid was more of a flashy fun map whereas CTF-Arid-v5 can actually be played by skilled players without those gimmicks which break the flow. Raffi_B probably noticed this too and made v2 and v3 because of that. I guess it depends what you are looking for in gameplay. If you find more fun in the competition of CTF than using fun gimmicks then v5 should be more fun to play. And yea the skybox was changed but maybe you forgot to modify that copy/pasted last part:P

    Anyway thanks for the review

    Leave a comment:


  • replied
    remake closer to RB version of fun map!

    I have Raffi_B's CTF-RB-Arid and CTF-Arid-v2 and this one (remade by stfx) and like them all for various reasons. I still like the RB version the best for gameplay and v5 possibly for visuals. Here are my updated reviews of previous two (modified with details) and review of this latest v5 version (detailed review will replace this one very soon).

    CTF-RB-Arid (by Raffi_B) > small, bright Egyptian-themed map with modified stock music, great fast and furious gameplay, flow, tough bots and lots of details. The details include: torches (red/blue at bases, orange in middle and at rocket launcher and big keg o’ health areas), Egyptian textures/meshes, hieroglyphics, designs, huge statues in middle, birds (includes base indicators), rams, flickering scarabs (red and blue), dome (open to bright blue sky with hazy sun) above flag with red/white/orange sprite lights at red base (blue/white at blue base; same is also above base entrances with circling lights as great base indicators), mountains and Saturn-like planet in surrounding scene, long red/blue banners in middle, black onyx ceilings in front part of bases, brown/gray/beige ceiling at top of base with link gun, moving platforms and base vortices (teleporters) for quick upward transport (they are behind the flag with health packs on either side). The lighting in here is bright and it makes it hard to see the lights inside the bases (this is good for some players and bad for others).

    The map has good powerup and weapon placement: flak cannon is up high above flag (as well as adrenaline and health vials around center support) and accessed by cool lifts, shock rifle is in front of ramp bottom, Udamage is under the front ramp just inside base, rocket launcher and big keg o’ health are in middle of map off to the side, super shield pack is in middle of map on floor with health vials, redeemer is up high on platform in map center, and also up high are the lightning guns with more health packs and adrenaline. The bots (now set to adept) don’t use the upper areas of map, except to CTF or defend at bases or ride on platform and shoot down below. They don’t use the side lifts in middle of map (for upper mid-area access), but do use the lifts at the bases. The bots xloc everywhere else, except to get the redeemer. There are gimmicks and base indicators in this map that I feel they make it an enjoyable experience. There is also a FragBU version somewhere (new versions are CTF-Arid-v2 and CTF-Arid-v3; newer version is CTF-Arid-v5 and is remade by stfx).

    CTF-Arid-v2 (by Raffi_B) > revised CTF-RB-Arid; small, darker Egyptian-themed map with same modified stock music, good fast and furious gameplay, flow, good bots (tougher in RB version-old version) and lots of details. The details include: torches (all orange), Egyptian textures/meshes, hieroglyphics, designs, huge statues in middle, birds (includes base indicators), rams, flickering scarabs (still red and blue), no more dome above flag or above base entrances (skybox is darker (gray-blue) with clouds and sunlight), no surrounding scene, still long red/blue banners in middle, now black onyx ceilings throughout bases, brown/gray/beige ceiling at top of base open to sky with link gun and health vials, no more moving platforms (instead you have to jump down then look for jumppad and move up again, well I guess this way you aren’t exposed on the platform anymore; you can also dodge jump or wall jump if you have those maneuvers mastered), no more base vortices (teleporters) for quick upward transport (instead you get jacked against the ceiling with new jumppad if you approach it from front, especially annoying if approaching for a cap). Based on the simple fact that this map is darker, it looks better and the lighting is probably better with better shadows. Obviously, it’s a better skybox and you can see the lights in the bases better. The lighting improvements to this map made good lighting even better.

    This map also has good powerup and weapon placement: flags are up high now (at top of new back ramp) with flak cannon down below in front of jumppad at bottom of back ramp to flag with health packs above on either side (as well as adrenaline and health vials around center support), shock rifle is still near bottom of front ramp, Udamage is still under the front ramp just inside base, rocket launcher and big keg o’ health still in middle of map off to side, super shield pack still in middle of map on floor with health vials but now also regular shield packs at bases under back ramp, there is no more redeemer but the lightning guns/health packs/adrenaline are still up high. This map has a slightly different base design with different routes and now no lifts at bases. I’d have to say it is not better flow in the flag rooms, but just different; the flow gained by no moving platforms and teleporter is lost by malfunctioning jumppads. Also, in a bot match, the flow is about the same in this version versus if the bots don’t use the moving platforms in the RB version. The gameplay is still fast and furious, but the bots don’t seem as tough as in the CTF-RB-Arid version. Although, the bots (now set to adept) do use the x-loc to get the lightning guns and big keg o’ health, but I did not see them use the side lifts in the center. The gimmicks are gone as well as some base indicators; I thought the gimmicks being fun outweighed the flow possibly being slightly worse in the RB version. I’d actually prefer a darker old version with this skybox and stop there. There is also a FragBU version somewhere (new version is CTF-Arid-v3; newer version is CTF-Arid-v5 and is remade by stfx).

    CTF-Arid-v3 (by Raffi_B) > revised CTF-Arid-v2; small, Egyptian-themed map with better custom music, good fast and furious gameplay, flow, good bots (seem tougher than v2 version) and lots of details. The details include: torches (all orange), Egyptian textures/meshes, hieroglyphics, designs, huge statues in middle, birds (includes base indicators), rams, flickering scarabs (still red and blue), skybox is gray-blue with clouds and sunlight, long red/blue banners in middle, black onyx ceilings throughout bases, brown/gray/beige ceiling at top of base open to sky with link gun and health vials, you can still dodge jump or wall jump from top of base toward middle of map if you have those maneuvers mastered, new jumppad has better location and you can go back to flag or keep going away from base immediately (like hidden access port also). Based on the simple fact that this map is still slightly darker than the RB version, it looks better with the added team-colored lighting and the lighting is better with better shadows. The lighting improvements to this map made good lighting even better than v2 version.

    This map also has good powerup and weapon placement: flags are still up high now (at top of new back ramp) with flak cannon down below with health packs above on either side (as well as new jumppad and health vials around center support; no more adrenaline here), shock rifle is still near bottom of front ramp, Udamage is still under the front ramp just inside base, rocket launcher and big keg o’ health still in middle of map off to side, super shield pack still in middle of map on floor with health vials but now also regular shield packs at bases under back ramp, one lightning gun is up high along curved top path in place of health packs/adrenaline and health packs are at old lightning gun locations. This map has the same base design as v2 but with different jumppad route. I’d have to say it is better flow in the flag rooms than the v2 version. The gameplay is still fast and furious and the bots seem as tough as in the CTF-RB-Arid version (at least the other team). Although, the bots (now set to adept) do use the x-loc to get the big keg o’ health and health packs, but I did not see them use the side lifts in the center or get the lightning gun along curved top path. The gimmicks are gone but not forgotten. The screenshots in the preview still show the v2 version. I’d actually still prefer a darker old version with this skybox and stop there. There is also a FragBU version somewhere (newer version is CTF-Arid-v5 and is remade by stfx).

    CTF-Arid-v5 (this one remade by stfx) > remake of Raffi_B’s CTF-Arid-v2/v3; small, Egyptian-themed map with better custom music, great fast and furious gameplay, flow, great bots (seem tougher than all versions) and lots of details. The details include: torches (all orange), Egyptian textures/meshes, hieroglyphics, designs, huge statues in middle, birds (includes base indicators), rams, flickering scarabs (still red and blue and more of them), skybox is still gray-blue with clouds and sunlight (map is not too bright or too dark, now a just-right version that would make Goldilocks proud), long red/blue banners in middle, black onyx ceilings throughout bases, brown/gray/beige ceiling at top of base open to sky with link gun and now health packs instead of vials, you can still dodge jump or wall jump from top of base toward middle of map if you have those maneuvers mastered, same jumppad with better location and you can still go back to flag or keep going away from base immediately (like hidden access port also). Based on the simple fact that this map is still slightly darker than the RB version, it still looks better with the added team-colored lighting and the lighting is better with better shadows. The lighting improvements to this map made good lighting even better than v3 version.

    This map also has good powerup and weapon placement: flags are still up high now (at top of new back ramp) with flak cannon down below with no health packs above on either side (as well as jumppad and only one health pack around center support), shock rifle is still near bottom of front ramp, Udamage is gone from under the front ramp just inside base, rocket launcher and big keg o’ health still in middle of map but health is now on floor in center, super shield pack has been removed, regular shield packs at bases under front ramp to replace Udamage but no longer at back ramp, lightning gun is up high but above rocket launcher and health vials and adrenaline are back along curved top path. This map has the same base design as v3 but now has two added pillars in middle area of map for great cover. The gameplay is still fast and furious and the bots seem as tough as or tougher than in the CTF-RB-Arid version (at least the other team). The bots seem to go everywhere now and possibly might even use lifts but not sure (better bot pathing). I wish I could test the EAX, but my 5.1 has been down for a couple months or so. I like the added sand humps and ambient sounds. Not sure I like removing most of the health out of flag room, but that’s just me wanting more pickups. The gimmicks are gone but not forgotten. I’d actually still prefer a darker old version with this skybox and stop there; although, this map version would be an extremely close second choice. There is also a FragBU version somewhere.

    Leave a comment:


  • replied
    Originally posted by Party Boy View Post
    I like it, we need more small maps like this, is so f*g hard to get 10 players to play a good old 5vs5 lately . . .

    http://www.unrealargentina.com.ar/sm...hp?topic=23614
    I agree hence why I wanted to have one more polished 2on2/3on3 map in my collection Btw map has been published on Mapraider.

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  • replied
    I like it, we need more small maps like this, is so f*g hard to get 10 players to play a good old 5vs5 lately . . .

    http://www.unrealargentina.com.ar/sm...hp?topic=23614

    Leave a comment:


  • replied
    Originally posted by jefe View Post
    The terrain looks good at the bases finally, but I wish you didn't take out the music triggers above the link guns. They weren't hurting anything.
    Sorry, but I didn't add in that change as I wanted to keep the map as retail-like as possible and I figured that you would want to add your other changes in anyway for your server

    @GreatEmerald: Thanks for reminding me hehe

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  • replied
    The terrain looks good at the bases finally, but I wish you didn't take out the music triggers above the link guns. They weren't hurting anything.

    Leave a comment:


  • replied
    That sure looks nice. It's like it was an official map by Epic.

    By the way, you probably should update your sig to show "v5"

    Leave a comment:


  • replied
    Version 5 has been released featuring the following changes:

    Changed skybox to fix wrong lighting direction (by jefe)
    Improved and fixed BSP lighting (by jefe)
    Changed ceiling architecture slightly to fix terrain lighting
    Readded animated clouds in the skybox
    Added sand humps made by Hazel.H (by jefe)
    Tweaked bot pathing
    Tweaked ambient sounds
    Added support for environmental audio effects (EAX)

    I would like to thank jefe for the huge help he has been by sending me his very nice modifications. Version 5 is gonna be the final version. I hope you like it

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  • replied
    Originally posted by jefe View Post
    [URL=http://imgur.com/MnerBzO]I did a quick test using the Osiris2 skybox and some basic "ambient" fog, and it looks great for the most part, although I agree the terrain layers at the entrance of each base look a bit derpy with bright sunlight and high shadow detail. There are several approaches to fixing the lighting:

    A) Keep the current skybox, change the sunlight angle logically so it doesn't shine directly on the sand layers, and utilize more logical light sourcing and fog for ambience. (My original suggestion)

    B) Use a skybox like Osiris2 that shines from directly overhead, but change the terrain layers at each entrance to bsp or static mesh ramps of approximately the same size. The central terrain layer looks fine as is. (My preference)

    C) Use a skybox like Osiris2 that shines from directly overhead, but redo the terrain layers so you can get more detail. (Will have 'meh' results)

    D) Change the shape of the terrain layer so it is only in light or shadow, not both.

    E) Use lower shadow detail.

    If you like, I can send you this file.
    Yea its not easy. I really like the sandlike terrain so I wont replace it with a ramp if thats what you mean in B). The best would probably be to redo the terrain C) with more detail but I am not really keen to work on that.

    I just checked and I dont really like the results of using a different sun light angle.

    Sure, please do.

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  • replied


    I did a quick test using the Osiris2 skybox and some basic "ambient" fog, and it looks great for the most part, although I agree the terrain layers at the entrance of each base look a bit derpy with bright sunlight and high shadow detail. There are several approaches to fixing the lighting:

    A) Keep the current skybox, change the sunlight angle logically so it doesn't shine directly on the sand layers, and utilize more logical light sourcing and fog for ambience. (My original suggestion)

    B) Use a skybox like Osiris2 that shines from directly overhead, but change the terrain layers at each entrance to bsp or static mesh ramps of approximately the same size. The central terrain layer looks fine as is. (My preference)

    C) Use a skybox like Osiris2 that shines from directly overhead, but redo the terrain layers so you can get more detail. (Will have 'meh' results)

    D) Change the shape of the terrain layer so it is only in light or shadow, not both.

    E) Use lower shadow detail.

    If you like, I can send you this file.

    Leave a comment:


  • replied
    Thanks, I did not realize that the pink dots were actually caused by the lights.

    About the sunlight. There are quite a few related issues to that. The terrain has low detail so the shadows get kind of lost. So if I had changed the angle a bit it would have looked strange there. If I were to change the angle enough similar to what you pointed out most of the level would be unlit and would look very different to how Arid used to look. The best thing would be to change the skybox but I did not really wanted to waste my time with finding or creating a new one. I will think about this and maybe even release another Arid version in the future, so thanks again for your feedback

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  • replied
    You can add this to your list of things to fix:

    [SHOT]http://screenshot.xfire.com/s/129326191-4.jpg[/SHOT]

    See those purple spots? They're all over the place. Play around with the light radius and saturation. It's not a difficult thing to fix.

    Edit: Another thing, the angle of the sunlight doesn't match the the skybox. At all. You should fix this.

    [SHOT]http://i.imgur.com/2QSGYdZ.jpg[/SHOT]

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