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CTF-Sabr [Released]

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  • replied
    Great then

    So it is your way of saying to us, merry Christmas & have fun

    Leave a comment:


  • replied
    Thx!
    I really appreciate your opinions!
    Decos are definetly going to be added. I will see what I can do for the background stuff.
    I wanna finish this one and move on to the another map which have taken even longer time.

    Leave a comment:


  • replied
    My pleasure

    I understand your POV & that's fine with me. It always good to have others opinion so at least, if I could help you a bit, that is fine

    TBH, I have nothing to suggest for the windows at the moment

    I was to suggest in the next release to add a bit more decos on the ground (small rocks, small pieces of walls, etc) & also trying to make the edge mountains & the layout less ruff but since your in the hurry, it's fine.

    Leave a comment:


  • replied
    Thank you guys!

    Originally posted by stevelois View Post
    Nice one indeed & this is what I suggest :

    Near the flag, you have 2 hitscan weapons (link & stinger) & a bit further 2 close weapons (bio & flack). TBH, I would switch one of the hitscan with a closer one to balance weapon placement. Like switching the stinger with the flack if you know what I mean.

    You have a glass in front of the flag in the flag base & a grid at the opposite. TBH, I prefer the grid for the look & the fact that you can shoot trough.

    The texture use one on the pillars, the grey one (don't remember if it's cement or concrete) don't really do justice to the rest of the surrounding and look very washed out.

    Some items, like health pack are very close to walls. I suggest you put a bit more far away to walls or any structure, it cut the flow and make wide empty space even look wider. I always prefer when items are in the path instead of far away except for a special reason.

    About health, I think it's a bit low, vials in a row (2-3) like on the roof of the bio structure would be nice.

    Many mappers as the tend to place the helmet near the sniper. I strongly suggest not to do so. I suggest instead of switch the tights with the helmet.

    Last thing, all the hills/mountains all around the map look all the same. Not that it doesn't look nice but it look very repetitive.

    Aside these, it's a really good start

    THX

    Hmm, I don't think link gun is a hitscan weapon. Only sniper, shock rifle primary fire mode, and stinger primary are hitscan in UT3, aren't they.
    I place stinger and link there as I think they are both somewhat defensive weapons. But TBH, I am not really sure if that's too much.
    As for bio and flak, I don't think they are really close. I can understand your opinion. We normally tend to place weapons of the same characterist somewhere far from each other, sometimes even at the opposite of the map. But that doesn't mean we have to do it. Based on the playtest I did before, I feel their locations are OK, but since you mention it, I will think about it more.
    I prefer the current location for flak, as one of the most important weapon, usually flak is not supposed to be where very close to the flagbase. And it is there also because I want something interesting for the lower route (accordingly we get double health packs and shock rifle for the upper route).
    So if we need to move away one of them, I would consider swap bio with stinger or link.

    About the glass, the thing is, I don't want you to shoot through right from the front side. I did made it a grid before, but after a few test I felt it brought too much defence possibility, which means it's almost impossible to grab the flag if there are more than like 2 defenders. Suppose you are defending your base, a very useful strategy is, get the vest, get flak or SR, and stay around the upper double health packs, anyone trying to steal your flag, you can just flak spam or shock combo through the grib right to the point where the flag is.
    I did thought about this for a long time and I know it's not cool like that grid, but here I insist to keep the glass like that (visually maybe I can tune it), unless you have better ideas
    That pillar texture, hmm, I will do something about that.
    As for the health packs not far from the walls or edges, I admit I am always influenced by quake. In that game you always see health close to the edges, you can check dm17 for example.
    Actually the whole setting of this map, is also kind of quakeish, the jumppad routes, the platforms, you know that
    So, I don't really think it's a fault, but again, I will think carefully about it.
    I like the idea of vials on the bio slope, but, you know there are 6 vials just above the flag room and very close to the bio slope, so...I will try if I can put some vials otherwhere.
    The helmet, is one thing I don't have enough faith in. I will tune it.
    The repetitive hills, yes, they look boring I know it. I will try improve it;p
    Hmm, have to say, this map is very close to the final stage and I plan to release this map for new year or xmas if I am fast enough.

    Thank you again for all the great feedback!

    Leave a comment:


  • replied
    Nice one indeed & this is what I suggest :

    Near the flag, you have 2 hitscan weapons (link & stinger) & a bit further 2 close weapons (bio & flack). TBH, I would switch one of the hitscan with a closer one to balance weapon placement. Like switching the stinger with the flack if you know what I mean.

    You have a glass in front of the flag in the flag base & a grid at the opposite. TBH, I prefer the grid for the look & the fact that you can shoot trough.

    The texture use one on the pillars, the grey one (don't remember if it's cement or concrete) don't really do justice to the rest of the surrounding and look very washed out.

    Some items, like health pack are very close to walls. I suggest you put a bit more far away to walls or any structure, it cut the flow and make wide empty space even look wider. I always prefer when items are in the path instead of far away except for a special reason.

    About health, I think it's a bit low, vials in a row (2-3) like on the roof of the bio structure would be nice.

    Many mappers as the tend to place the helmet near the sniper. I strongly suggest not to do so. I suggest instead of switch the tights with the helmet.

    Last thing, all the hills/mountains all around the map look all the same. Not that it doesn't look nice but it look very repetitive.

    Aside these, it's a really good start

    THX

    Leave a comment:


  • replied
    Alright, the communitys' maps are going back up in quality, nicely done.

    Leave a comment:


  • replied
    great map really good map too

    Leave a comment:


  • replied
    Very nice map, I managed to do a quick run through and liked what I saw especially when I thought I fell but landed on a pathway to the deemer.much fun

    Leave a comment:


  • replied
    Great, another good looking CTF Look very nice, will give it a try

    Leave a comment:


  • replied
    Lookin pretty professional.

    Leave a comment:


  • replied
    Looks like my kinda map!
    Nice!

    Leave a comment:


  • replied
    You may already see it at BU or UP. I just forgot to post it here till now.

    Leave a comment:


  • started a topic CTF-Sabr [Released]

    CTF-Sabr [Released]

    You can just ignore all the below message, as this map has been released.
    Go check this thread:
    http://utforums.epicgames.com/showth...5#post25895655


    ================================================== ======



    Name:
    CTF-Sabr

    Version:
    Final candidate 2 (the last one before final release)

    Changes in this version
    - Name is changed
    - Custom jumppad visual
    - Tuned sunlight
    - Fixed a few vertex light problems by using lightmap
    - Fixed a couple of AI pathing bugs
    - Added teleporters for the redeemer rooms (I found there was a big bug that if someone get down there, he can't get out unless using translocator but that's not a good idea for a flag carrier. **** I can't believe I didn't notice this before, neither anyone else.)
    - Added a full moon in the sky
    - Fixed a banner texture bug


    Compatibility:
    PC, PatchV1.3
    PS3, Patch 2

    Description:
    Islamic style map, a lot of jumppad gameplay between platforms.

    Comments:
    I began to design this one from the end of the last year, and it was for UCMP5, which was cancelled because of some reasons. But I still want to finish this one as I promised. Hope you guys have fun with it.

    Screenshot:
    The screenshots here are kinda old with lacking of the details added in the latest version.
    [screenshot]http://img72.imageshack.us/img72/5227/screenshot00018sxq7.jpg[/screenshot]
    [screenshot]http://img291.imageshack.us/img291/9965/screenshot00019sbo6.jpg[/screenshot]
    [screenshot]http://img387.imageshack.us/img387/8594/screenshot00020sfi0.jpg[/screenshot]
    [screenshot]http://img338.imageshack.us/img338/1310/screenshot00021syh3.jpg[/screenshot]
    [screenshot]http://img387.imageshack.us/img387/3520/screenshot00023sho9.jpg[/screenshot]
    [screenshot]http://img341.imageshack.us/img341/6686/screenshot00024soy1.jpg[/screenshot]


    Credits:
    UCMP members, and those nice guys help me testing it(I will for sure give a detailed list when it get final release)

    Homepage:
    my blog: http://lichong.blogbus.com/index.html

    Download:
    PC:
    http://dl.getdropbox.com/u/404348/CT...Candidate2.zip
    PS3:
    http://dl.getdropbox.com/u/404348/CT...idate2_PS3.zip


    Previous versions:

    Final candidate 1
    PC:
    http://dl.getdropbox.com/u/404348/CTF-Supernal-18.zip
    PS3:
    http://dl.getdropbox.com/u/404348/CT...nal-18_PS3.zip
    - Added small stones
    - Add grass
    - New materials for banner with a symbol on it
    - More banners
    - Tuned background hills
    - Set cull distance for decorations
    - New skin for pillars
    - New materials for ceilings
    - Shock rifle was swapped with Sniper
    - Swapped Bio with Linkgun
    - Added defense point for AI
    - Fixed a light mesh missing bug
    - Refined all the materials to balance the whole tone and the contrast
    - Tried a couple of gameplay-wised layout changes(not all of them worked)
    - New materials for the glass windows
    - More vials
    - Tuned sunlight for the whole tone
    - Added music
    - Added ambient sound for the torches
    - Added ambient sound for the redeemer rooms
    - Fixed the bug that some pickup bases looked floating
    - Tuned jumppad bouncing timing
    - Removed useless texture references
    - New texture for floor
    - Removed useless groups
    - Balanced ammos
    - Made the big tower higher, and tuned the nearby lifts
    - Fixed window collision bugs
    - Added ambient sound for glass windows
    - Tuned health pack locations
    - More visual details on floors
    - More visual details for ceilings
    - Added big blocking volumes in the background to enveloped the entire level
    - New meshes for lights
    - Others can't be listed here

    Version 16
    http://dl.getdropbox.com/u/404348/CTF-Supernal-16.zip
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