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CTF-React Released [Pics] [Final]

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    CTF-React Released [Pics] [Final]

    By pinnacle - pinnacleohe <at> gmail <dot> com
    Playercount: 6-10

    Thanks to:
    - All who gave feedback on the map during its development process
    - My buddies in Q3/CPMA who taught me the subtleties of CTF that make this map fun
    - My older brother for helping me keep the oldschool fun factor over 9000
    - The guys at Epic for including such a vast array of toys to play with


    The structural arch, first used in the Middle East as early as the 2nd millennium B.C., has the remarkable ability of being able to withstand vast amounts of weight. This trait is useful for bridges, doorways, or processing facilities carved into the sides of cliffs under tons of rock. Yeah, especially that last one.

    My thoughts on the map:

    The idea for this map actually came from watching the discovery channel. There was this show about massive tunnel-boring machines being used to make underground highways, and one of the things they were talking about was the architecture involved with keeping the tunnels safe from collapse. I then began to think about how cool it would be to put flag bases carved into the sides of opposite cliffs. The arches emerged from this idea. The map has a subtle irony about it, since some old, run-down, industrial ****-hole has stood the pressure of tons of rock over the years only because of a simple architectural concept, and yet at the same time it is a high-tech war zone filled with fancy gadgets and weapons. Technology may advance, but sometimes the simplest concepts can be the most important. In this case, the bases would have long since collapsed if it weren't for the simple semicircular arch.

    The basic premise of the map is that it's entirely designed around the risk/reward mentality. The fastest flag running route only takes 12-15 seconds but requires two hammer jumps and only has the sniper rifle along the way. The longer routes have armor, health, good weapons, as well as a lot more cover but obviously they take more time.

    Another key aspect of the map is that it's designed to be really fast-paced. I've been playing a lot of UT3 CTF recently and one thing I noticed is that there's not as much emphasis on covering the flag carrier as there is in other games. This map essentially requires you to have a full-time flag carrier cover person since there are so many entrances into every room and an ambush could be around every corner, so once again it makes for a huge risk/reward balance - do I cover my flag carrier or do I go after the enemy flag carrier? I deliberately designed the map to be a little shorter from base to base to make this decision a little more interesting.

    Not only this, but the map is a little more standoff-oriented compared to most others. This isn't the kind of map where your flag will stay on its base when your team has the enemy flag. In fact, the map is designed to encourage just the opposite.

    As for the name, very early into the layout design I knew that it was going to be the kind of map I described above, and I knew that reaction time and quick thinking were going to be paramount. The name React emerged from this idea and I think it suits the map well.

    In the end I hope the result is the type of environment that will reward teamwork during slower, more calculated flag runs but can make the last-second, overtime-forcing flag runs possible as well. Most of all, I hope you have fun playing it!


    [screenshot][/screenshot] [screenshot][/screenshot]
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    [screenshot][/screenshot] [screenshot][/screenshot]
    [screenshot][/screenshot] [screenshot][/screenshot]

    Download CTF-React

    Download CTF-React for PS3 (thanks euchreplayer23)

    Looks nice! Will there be a PS3 cook?


      Given it a quick play through and I am liking the look of it. It is certainly true that a good post processing volume can make a level look 100x better. In my opinion sharpness is great but maybe the contrast is a little too high in some places, dulling it down a bit would do no harm. I especially like the way the foliage in the central area is done, looks very realistic and I would say better than the scenic foliage in some of the epic maps.

      My one criticism would be that AI pathing. There is not enough weight for the bots to take the lower route to get the UDamage. I find that it is always available for me to get no matter how long I give them to try to get it.


        I've found many times that a enemy bot (on occasion a AI teammate bot) would have the Udamage.

        Loved the beta... and loving the full release.


          PMed you a link to a PS3 cooked version


            Thanks for the PS3 cook. The original post has been updated.


              very nice map !

              looks nice and fun to play
              thank you !


                Everyone should write descriptions like you did. Give out the idea behind the level and it's reasons.

                Looks pretty in the images.



                  Thanks pinnacle , the environment and lighting are first class...


                    Originally posted by AKWolf View Post
                    Thanks pinnacle , the environment and lighting are first class...
                    yep, raises hand here for a good CTF map.

                    Thanks pinnacle


                      Played it for the first time today on the PS3 and really liked it. It works good with both instagib or normal weapons. One thaught tho that came to mind when I was playing, was that there would be cool with one high entrance as well to the base. That would make it much harder to defend base and I think that would make it a really popular map online. But anyway a really nice map thanks again


                        I'm afraid I don't quite understand your suggestion... there already is an upper entrance to the base. Did you mean like an entrance that drops you down right into the flag room? I thought about doing that but decided against it because it would make attacking the base too one-dimensional in that the rest of the attack routes become far less useful.


                          Sorry for being a bit unclear m8. What I ment was to have a high route through mid so you dont have to go through the two doors to enter the base. But its just a suggestion, I like the map very much as it is also.


                            It isn't always necessary to go through the bottom doors. Here's a video showing the high flag running route I talked about in the author's notes:



                              Doesnt he use gravityboots or something to do those high jumps? That will not work when playing instagib tho. Anyway, the map is great as it is m8.