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CTF/BR-Football2K10 - **UPDATED 09/19/10** [Pics] [PC/PS3] [VER 1.4]

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    #46
    Thanks the map is awesome!
    It looks really nice and flows very well it has epic gameplay and is a killer arena map definitely one of my favorites. I can't wait for your upcoming maps.




    T-Nitro[MK] = Rogue[TNT]

    What Up Ignite

    Comment


      #47
      hey 1XTreme; there a little problem on the blue base; i can fall through the map:

      just one meter close to the blue flag the "part" around the grid; i m fallen in the octogonal(or hexagonal cant remember how many sides lol) hole one time and at the bottom of the map the other time

      for the rest excellent job; good fun

      Comment


        #48
        Bl!tz~ is correct. One or two of the grate meshes appear to have no collision set on them. Also set a killzone in the map properties so if players do fall through they will get killed rather than falling forever (until they suicide).
        Apart from that it's a **** fun map!!

        Comment


          #49
          Originally posted by Bl!tz~ View Post
          hey 1XTreme; there a little problem on the blue base; i can fall through the map:

          just one meter close to the blue flag the "part" around the grid; i m fallen in the octogonal(or hexagonal cant remember how many sides lol) hole one time and at the bottom of the map the other time

          for the rest excellent job; good fun
          Thanks Bl!tz~

          Yeah i was alerted by email from HO0815XX as well. You know like i told him the funny thing was i found this bug as well during testing and had fixed it but somehow reloaded an unfixed version to work on additional editing at some point.... too many files to keep track of sometimes **sigh**

          At any rate the good news is that it's already fixed;

          http://download125.mediafire.com/j3t...otBall_1.1.zip

          Sorry about this. For what its worth, I fully intend to do my best to support my releases (repair and update as fit & necessary)

          Comment


            #50
            Originally posted by 1XTreme View Post
            You know like i told him the funny thing was i found this bug as well during testing and had fixed it but somehow reloaded an unfixed version to work on additional editing at some point.... too many files to keep track of sometimes **sigh**
            lol

            D/L "new" one

            @LordPorksword: how the hell do u suicide there my friend ? keybind?

            i have fall...and fall... and fall again.....so deeply....through the skysphere.....to the extreme bottom...and to my death ...finally...haha^^

            Comment


              #51
              Originally posted by Lord_PorkSword View Post
              Bl!tz~ is correct. One or two of the grate meshes appear to have no collision set on them. Also set a killzone in the map properties so if players do fall through they will get killed rather than falling forever (until they suicide).
              Apart from that it's a **** fun map!!
              Actually here is what caused it if this helps anyone out. (if you test the map again you'll see that your actually falling through the recessed hexagon area before you step onto the grate)

              When i increased the size of the twin oblong octagons bottoms which are also trimmed now (did this to create dimensional depth) it tore a hold in the hexagon BSP brush on the floor that your falling through. Easy fix by replacing brush.

              Otherwise i'm glad you like the map Lord_PorkSword try it with inhuman bots 4 vs 4 or 3 vs 3.

              Comment


                #52
                Originally posted by Bl!tz~ View Post
                lol

                D/L "new" one

                @LordPorksword: how the hell do u suicide there my friend ? keybind?

                i have fall...and fall... and fall again.....so deeply....through the skysphere.....to the extreme bottom...and to my death ...finally...haha^^
                LMAO >hahahahaha<

                Get back to me with the results. lol

                F10 = console then type "suicide" without quotes

                I left out a killzone because that area is off limits! with out any bogus brush black holes no one should ever end up there, although i did blow a team mate on a lan test out into space once with the redeemer somehow. Will set a killzone on release 1.2 its more than likely a good while away, i have to get RainBase finished before anymore update trauma with this, my connection also sucks right now guys, i have close to 1 dozen failed uploads sometimes. At least i had some good laughs on this with ya Bl!tz~.

                Comment


                  #53
                  Originally posted by T-NiTro[MK] View Post
                  Thanks the map is awesome!
                  It looks really nice and flows very well it has epic gameplay and is a killer arena map definitely one of my favorites. I can't wait for your upcoming maps.




                  T-Nitro[MK] = Rogue[TNT]

                  What Up Ignite
                  Yo T-NiTro!

                  Nice to see you finally registered and posted, (i've also email Intimidator, he say's a moderator was supposed to approve his account but never did, probably when the forums were bugged)

                  Dude you are the most improved capper / flag runner with out a doubt, the only other player i've ever seen so dedicated and can keep a consistent press on the flag like that = iGniTe[MK] Keep up the good work buddy.

                  @Gussy - so the tags again .... hmmm i recall a name that i haven't gone by in years. Thanks for your testing and encouragement.

                  Comment


                    #54
                    héhéhé....just tryed the last release and it s really a kick *** map in classical DM mode (with all weapons) i had good laugh with bots while camping in the deemer room with a flack cannon....whot a carnage! muhahaha

                    my son have always an eye on what map i play and when he saw this one he was immediatly caught by the colors and the very original global look.he liked it very much too

                    i dont remember where i have read something about insta-CTF but it have remember me my first love on UT...so i had a few instagib games on that map and ...wow....the gameplay is totally different ; the central "stadium" mean "danger zone" as it s very open (run forrest !! run!! ) was pure fun and i was totally liquid at the end of the matches .....but it s so fun to hear all thoses "monsterkill & co" announcements

                    about visuals; as i told before: it s solid gameplay on original;simple and eyecandy visuals...all whot i like

                    cant wait to play some humans on that baby and to install it on our server
                    thx again for your work

                    Comment


                      #55
                      Hey dude,

                      I just read the others comments & see you update the map again. A little advice is when you publish a map, use another version. Something like 1.11, 1.2 would have been appropriate

                      Now, I'm gonna try it & comment later

                      Comment


                        #56
                        Hey bro, I just played the most updated 1.1 version.

                        I have some thoughts about gameplay, flow & some materials.

                        Gameplay,

                        Well, it's really great, very fun with 12 players. They do the job & I didn't encounter any issue.

                        Flow,

                        I had some issue about 2 things ;

                        1) All weapons, ammos shouldn't never being hard to collect. Even less doing some special move to reach them. Also, putting 2 set of ammo near the weapon base isn't good for flow. I know Epic do this in most of there maps but TBH, it's not a good thing for various reasons. Of course, this is personal so I won't get on your nerves about that gameplay / flow aspect. Still, had to do "roger rabbit" to collect the flak is imo nonsense. It would be better if it where placed near the teleporter so it will add more gameplay to your map by adding a more dynamic relation by teleporting & fragging the opponent from both the center of the map & the corridor & will enhance the flow in that corridor. See the yellow arrow. Therefore, it would be more beneficial to add a small armor on that crate so jumping as a real purpose & will add something worthy in that long corridor more than just a standard weapon. The material use (green arrow) is not enough "clean" with the rest of that corridor.

                        [screenshot]http://img686.imageshack.us/img686/3903/screenshot00002t.jpg[/screenshot]

                        2) The sniper spot need some enhancements imo.

                        - The ammo are to close to the walls. I suggest you move them a bit like on the other tile just aside so the player is not stuck on that corner when going backward to collect them.

                        [screenshot]http://img145.imageshack.us/img145/6051/screenshot00006.jpg[/screenshot]

                        - When I'm getting closer to the wall, I don't see a thing unless I crouch. It doesn't feel natural at all. I'm not comfortable to do so & since that "windows" is already small, it get even harder to kill the sniper from the outside. It would be better if the row of bricks where removed so the sniper is more vulnerable from the outside & will also be easier to use the translocator because it's not obvious to aim in action in that tiny windows.

                        [screenshot]http://img686.imageshack.us/img686/9230/screenshot00010.jpg[/screenshot]

                        Notice that when I'm close to the windows, the wall seem to "cut straight" since the BSP as a very abrupt angle. Adding some sort of trim will look better.

                        [screenshot]http://img402.imageshack.us/img402/3734/screenshot00009.jpg[/screenshot]

                        Visuals

                        On both base, those mesh are overlapping :

                        [screenshot]http://img4.imageshack.us/img4/2738/screenshot00001o.jpg[/screenshot]

                        Those grids (yellow arrow) are using the stock material which don't fit imo like the crate material mentioned above. It's to dirty & don't match the color tone of the rest of the clean place. I was expecting something red at the bottom ? Look the same as the blue base but since I'm in the red base...

                        [screenshot]http://img265.imageshack.us/img265/9639/screenshot00002g.jpg[/screenshot]

                        Same here. I notice your custom assets are very clean, soft, futuristic & don't fit with those grids.

                        [screenshot]http://img145.imageshack.us/img145/3729/screenshot00003w.jpg[/screenshot]

                        Before I move to the terrain, I appreciate your custom material which I found very pleasing to look at. I was expecting the terrain to use some normal maps to mimic some sort of carpet like we use to see in conventional stadium. I was surprise to notice that the material don't have any kind of normal maps or textures (green arrow) & beside don't match the surrounding details at all (blue arrow). No offense but it look very low poly, very bland & don't do your level justice I suggest you enhance those materials because the terrain is the main battle field in this layout & it's very a shame it doesn't look good comparing with the surrounding materials.

                        [screenshot]http://img69.imageshack.us/img69/6051/screenshot00006.jpg[/screenshot]

                        I notice while fooling around that the bricks in the corridor are much smaller than the outside bricks. TBH, the outside one are overscaled & would look better if they're at least as small as the corridor one. I would make them even smaller than those inside since they're more far away, you expect them to be smaller & since your material is looking very nice you should do it.

                        [screenshot]http://img8.imageshack.us/img8/7585/screenshot00011a.jpg[/screenshot]

                        That's it, I don't have anything else. Sorry to be late but I was very busy.

                        In all, it's a fine map.

                        THX for your work

                        Comment


                          #57
                          Originally posted by Bl!tz~ View Post
                          héhéhé....just tryed the last release and it s really a kick *** map in classical DM mode (with all weapons) i had good laugh with bots while camping in the deemer room with a flack cannon....whot a carnage! muhahaha

                          my son have always an eye on what map i play and when he saw this one he was immediatly caught by the colors and the very original global look.he liked it very much too

                          i dont remember where i have read something about insta-CTF but it have remember me my first love on UT...so i had a few instagib games on that map and ...wow....the gameplay is totally different ; the central "stadium" mean "danger zone" as it s very open (run forrest !! run!! ) was pure fun and i was totally liquid at the end of the matches .....but it s so fun to hear all thoses "monsterkill & co" announcements

                          about visuals; as i told before: it s solid gameplay on original;simple and eyecandy visuals...all whot i like

                          cant wait to play some humans on that baby and to install it on our server
                          thx again for your work
                          Very good deal bro! glad to hear it .... i must of done something right then.

                          I'm also glad that the black hole issue is fixed. it would be a shame to have a map with so much effort put into it, broken and crippled; especially considering the simple solution to repair a substantial problem.

                          P.S. Your son has a good eye & good taste!

                          Comment


                            #58
                            Originally posted by stevelois View Post
                            Hey dude,

                            I just read the others comments & see you update the map again. A little advice is when you publish a map, use another version. Something like 1.11, 1.2 would have been appropriate

                            Now, I'm gonna try it & comment later
                            I thought about that and decided against it. The thing is i had just released 1.1 so i let it ride considering the fact that in the UT3 engine of UT there are few to no issues with version mismatch - this problem appears to have been resolved, if there is a newer version you will virtually always automatically download it rather than be locked out due to a version mismatch - as long as the server is running the latest version there shouldn't be an issue. (like we experienced with UT99 and 2k3-4) Of course what i'm saying is specific and can be taken out of context and certainly doesn't not apply to everything across the board.

                            I honestly didn't feel like releasing an update from 1.0 to 1.1 and then 1.2, 5 minutes later because of the weird issue with the editor tearing a hole in my brush. - it was an easy fix to a fluke issue that didn't even exist in the initial release, people can come here and get the proper working updated version.

                            Comment


                              #59
                              Originally posted by stevelois View Post
                              Hey bro, I just played the most updated 1.1 version.
                              -SNIP-
                              Glad the gameplay works good for you.

                              Thanks for the detailed review / feedback, in the future i''ll likely have you do some private test prior to release.

                              OK per your feedback: Whoa the issue with the static meshes tearing is not OK, i'm not happy about this at all, i have already fixed that and will release a version 1.2 with in days, thank you for pointing that out, in my hurry to get back to other projects i overlooked this, (very sloppy work on my part, and not my style) the thing is bro, sometimes we need to overlap static meshes to make a certain shape or effect and there is an easy trick to prevent the tearing with resizing, however it doesn't work with everything, every time.

                              Other things you mentioned the crates and having to double jump, this is actually on par with the original UT99 map, so we'll let that ride based on that.

                              As far as the grates, i'm open minded about making custom materials for them, i felt the stock material worked, true its dirty but its a metal grate so i figured let it ride initially.

                              The Stadium field ground, yes it is very low poly, i had actually made turf for it at one point and opted to omit it because of issue with high poly-count and frame rates - maybe in version 1.3 or down the road i can work something out but yes i fully agree with you and this wasn't my original intention to have it this way, it was a compromise for performance.

                              As far as the redeemer / sniper rooms, i'll see what i can do with those bro for the version 1.2 with the fixed mesh issue, i also noticed a few other minor things i wanted to dial in and polish.

                              Now for the tricky one, as far as the textures / bricks in the stadium being larger, i tried a variety of things, i spent more hours than you want to know on it months ago and nothing else looked or felt right, i recently revisited that issue and attempted to reduce the size of the textures per your suggestion and it was not a good result for this map.

                              OK i'm pressed for time at the moment so i'll look for dialog with you more on this later bro, thanks again for your time and detailed - somewhat critical yet diplomatic assessment of the map, i do appreciate it bro. You actually have a neat ability to say how you really feel tactfully, while its true some of the things with this map (and others) are a matter of preference, you pointed out some things that i myself struggled with and hadn't been completely satisfied with.

                              P.S. my CTF-RainBase map is coming along fricken awesome! - (the quality exceeds anything else i've done by far) i initiated building it with a much more next-gen style so i don't have to go back and try to morph a mud-fence into a golden statue, i'd like to get the last little kinks worked out of this CTF-Football map and completely move on at some point.

                              Comment


                                #60
                                Hey mate,

                                I send you a PM

                                If there is something you want to clear up, just send me a PM

                                EDIT

                                ****, you just edit your post # 58. **** mate, it's very hard to follow, going back and re-read again in case there is something as been added !

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