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CTF-Citius

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  • CTF-Citius

    Name: Citius
    Game type: CTF / Greed
    Version: 1.0
    Players: 12 - 20
    Requirements: UT3 + patch 2.1 + Titan Pack
    Story / Histoire:

    Citius is a water filtration plant located on an unknown planet high on rocks in the middle of the sea whose Liandri owns. The installation began experiencing some operational difficulties so it is now used for team competitions.

    Citius est un plant de filtration d'eau situé sur une planète inconnue localisée sur le rock au beau milieu de la mer dont Liandri en est propriétaire. L'installation a commencé à éprouver quelque difficultés de fonctionnement, par conséquent, Liandri s'en sert maintenant pour le déroulement de compétitions d'équipes.

    [screenshot]http://stevelois.files.wordpress.com/2011/11/ctf-citius-1.jpg[/screenshot] [screenshot]http://stevelois.files.wordpress.com/2011/11/ctf-citius-2.jpg[/screenshot] [screenshot]http://stevelois.files.wordpress.com/2011/11/ctf-citius-3.jpg[/screenshot]
    [screenshot]http://stevelois.files.wordpress.com/2011/11/ctf-citius-4.jpg[/screenshot] [screenshot]http://stevelois.files.wordpress.com/2011/11/ctf-citius-5.jpg[/screenshot] [screenshot]http://stevelois.files.wordpress.com/2011/11/ctf-citius-6.jpg[/screenshot]

    Downloads:

    Game-Maps, Mediafire, UTZone.de

    Installation:

    Extract the archive into :

    “My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps” directory. If this folder is not currently on your system, you can safely create it. The archive contains :

    CTF-Citius.ini
    CTF-Citius.txt
    CTF-Citius.ut3
    CTF-Citius_LOC_int.upk

    Details:

    I started the dev of the map December 11th 2009. This map was supposed to be part of the 'UOF Map Pack'. Since I had a lot of work to do left, I've decided to release the map individually. Since 2009, I've spend countless hours worked on it. No need to say that I found it very difficult to mesh my levels out since I like them very detailed but not cluttered so flow and gameplay remains great

    After 2 years of hard work, I can finally release this map Honestly, I didn’t thought I would finish it giving the map size! This map is freaking huge, the meshing, lighting, optimizations and other things took me months to compete. In the end, it took me 1.5 hours to perform a full rebuild! When I build a map, team play and flow are my most important aspects. Awesome visuals are also a requirement for me but I still have a lot of things to learn to reach my final goal. I always try to make them look better. So I hope you will enjoy this map. I’ve put everything I’ve learn since the last 2 years in it. This is my last CTF, so enjoy.

    The features:

    - Many custom materials, like the sky, most of the floor tiles, tiles on the ceiling, the caution bars, the grey grid, the glass, the main rocks, the sea, the redish water caustic, the decals, etc
    - Custom emitters for the water steam + others effects
    - Custom music, the track is 'Mona Lisa overdrive' by Juno Reactor and Don Davis edited by me
    - Enhanced many stock materials by adding more details
    - Techy voices will announce some random messages telling the Citius facility as working problem
    - In Greed, the skulls that falls into the sea will be teleported on the big platform in front of the waterfall since it's the neutral zone, representing the middle of the map

  • #2
    Steve's done a superb job on this map!
    The meshing is top notch and the visuals match the excellent gameplay!
    I highly recommend this map to any CTF fans out there!

    Comment


    • #3
      Top work Steve. This one has some frightening awesome visuals and yet has very economical FPS, which is no mean feat.

      This is a lot of fun to play, imho you've nail CTF mode.

      Big thanks for all the work you put into this one.

      Comment


      • #4
        Steve I must say you are more better mapper for CTF maps than DM maps because with fatima and now this map a lot of z-axis action is very funny and addictive ( mainly this last map ) Is very top notch great job congrats!

        I think you could try to map more ctf mapping and a bit less dm mapping ( I dont have any doubt with your dm maps all is good but understand me im a ctf player from begginin ut away at nineties XD )

        Make CTF map is an order!


        PD: Its joke

        Comment


        • #5
          Congratz Stevie, top job on visuals....like always...and top job on the gameplay, a keeper for ctf fans
          thx for all thoses hours spended to build this sexy map

          Comment


          • #6
            @All

            THX all for the nice words, I'm happy you like it & I wish you many hours of fun with it

            @DarkSonny07

            Well, CTF maps are to much work for me. The reason why they aren't typical CTF maps is because I put what I like in DM into CTF. That mean z-axis moves, open spaces + closed range spots. I didn't know you prefer CTF over DM. While I enjoy both DM / CTF as a player, CTF ask to much of my time as a mapper. So enjoy my CTF maps because I don't intent to make another one anytime soon. THX for your support along the way dude

            Comment


            • #7
              Will try to get this up on the Nox Chicago server asap! Looks great, can't wait to try it out!

              Comment


              • #8
                Originally posted by stevelois View Post
                @DarkSonny07

                ...The reason why they aren't typical CTF maps is because I put what I like in DM into CTF. That mean z-axis moves, open spaces + closed range spots.....
                Thats the true secret for a good CTF map also applies to DM maps in same parameter ( with no flags XD ), good thinking Steve that sums all what a good map needs to be classified as good map..Not only the visuals.

                I bet you in the long future yiu will finish up making another ctf map Hahaha The times places all people in their correct place ( joke) LOl

                Weh if not anyway I have ur dm map with tha same essence for making maps in this way XD

                Comment


                • #9
                  Originally posted by SpY View Post
                  Will try to get this up on the Nox Chicago server asap! Looks great, can't wait to try it out!
                  Great, let me know what players think of it

                  Originally posted by DarkSonny07 View Post
                  Thats the true secret for a good CTF map also applies to DM maps in same parameter ( with no flags XD ), good thinking Steve that sums all what a good map needs to be classified as good map..Not only the visuals.

                  I bet you in the long future yiu will finish up making another ctf map Hahaha The times places all people in their correct place ( joke) LOl

                  Weh if not anyway I have ur dm map with tha same essence for making maps in this way XD
                  Well, time will tell Therefore my upcoming maps are 3 DM + 1 Greed + 1 DOM. I started another DM this week, no idea of what I'll end up with lol Maybe someday I'll make another CTF but it's not in my plan, still we never know!

                  Comment


                  • #10
                    @ stevelois ~ couldn't wait to try this one out - played it on my break last night on my gaming rig (single player)

                    Great gameplay overall, and looks amazing! I felt the map was pretty big, will play best with a full server. I'm still finding all the little ins and outs and sneaky paths.

                    Would love to network with you sometime and chat.. peace!

                    Comment


                    • #11
                      He he, that's awesome, THX for the compliments

                      The map is huge indeed, so I strongly suggest to consult the readme for gameplay tips, so you will understand more the map design, each path as his purpose This map is a blast in Greed with 32 players

                      Well, I'm not often on chat apps, except Facebook, you can always add me in your friends list (Steve Loiselle) so maybe we'll have the opportunity to talk live

                      Comment


                      • #12
                        First of all, I like to say, that I'm really happy, that you are done with this map and I do like it very much! I personally like the design and lighting, makes a nice atmosphere there. However, I'm in love with that beautiful looking skybox. Despite that, the gameplay is also a lot of fun on this map, because it is can be pretty narrow in there, that's why shock combos and triple rockets are pure madness then. All in one, it is indeed a very nice map and very well done! And because of that, I'm really excited about all your other maps, once they are done. Just keep it up, mate!

                        Nevertheless, I noticed something, which is kinda familiar to me, because several maps have this weird behaviour. When you stand at point A and look at the direction of B, the fps is still in the green level, but the game runs as it is in the yellow level of fps. However, once you get closer to B, the game runs better and better, but it is the same thing from B to A. I don't know, if some of you guys have noticed this too, but when I download a new map, I always pay attention to the structure and fps. Anyway, I don't know, what might be the reason for this weird behaviour, because I'm always about 40fps, but it runs as I'm below 30fps. Nevertheless, this doesn't ruin the gameplay, the map is still playable, but it is kinda weird, e.g. play VCTF-Rails or VCTF-Containment and look from one base to the other base, you get the same result.
                        [screenshot]http://img.xrmb2.net/images/741027.png[/screenshot]

                        Comment


                        • #13
                          I'm happy you like the map & enjoy it

                          I also hope you will like the upcoming maps

                          For a brief explanation about raising & falling FPS (been located at point A & look at point B & vice-versa), it's normal that you get this behavior simply because many objects are rendered in the scene and many of them are calculated dynamically (players shadows, projectile effects, AI & so on) which cost FPS when you add them together. Even in solo, just looking at some spots, even if your alone, the engine as to render dynamics materials, emitters, particle effects in real time & that cost something. The more you have, the more your FPS will be affected.

                          From the pic if located at spot "A", the "B" sector isn't rendered because it's all culled BUT since the line of sight from "A" is very, very far, I couldn't cull some stuff & that is why you get a FPS drop mainly caused by the particle effects on the jumpads & the total poly's to render from that spot.

                          I know that at some spots, FPS will fall, but that's the cost of playing a very high detailed map. That is why I optimize this map like a maniac or else you couldn't play it & would have 5 FPS instead of 30 & up

                          THX for the review, much appreciated

                          Comment


                          • #14
                            Of course, I will like your upcoming maps, because I like all your current maps, which you have released so far!

                            Besides that, thank you very much for this brief explanation! Good to know about that, now I can imagine things, in this case, much better. You know, I did mapping for UT2004 a long time ago myself, but I'm out of the business for some time, but there is always a will to do mapping, but I don't have time to do that. That's why, I always say, what I think, especially when something confuses me a little bit.

                            Nevertheless, I like this map very much!!! I know mapping is a special kind of art and not that easy, but it is a great pleasure to do it. Anyway, keep it up, mate!

                            Comment


                            • #15
                              Logged to just drop a word: astonishing.

                              Comment

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