[MAP]cb_ctf4 - "Fortress Resurrection" ALPHA02 REL

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[MAP]cb_ctf4 - "Fortress Resurrection" ALPHA02 REL

Postby C.Brutail » Thu Jan 18, 2007 1:40 am

OLD STUFF, REMAINS HERE FOR HISTORY :D
Well, as Strahleman suggested, I'm here with the first alpha release of cb_ctf4.
Note, this is not even a beta. The idea is to show the main geometry of the map, and tell me your ideas and suggestions about it. Please don't bug me with eye candy and lightning issues, couse it will change in the final release, or even a first beta, this is only for test.
The map can be currently run from console, to test, type:

map cb_ctf4

link: removed

UPDATE:
I'm here with alpha02. You can launch it with

map cb_ctf4_a02

PLEASE DELETE OLD PK3 FROM YOUR DATA FOLDER!

Changelist:
-doors are now moving faster, tho I'm not sure they're enought fast, I did not get blocked anytime I tested, but I can still make them move faster.
-same applies to elevator as above (moves faster)
-added one more room before flagroom
-added a cool looking glass to the flagroom, through you can observe engaging enemies in the small room.
-the map has a name now too: "Fortress Resurrection" (named after the grand-dads Stronghold Oppositions and McKinley's Revival)

link: http://av43.uw.hu/nexuiz/maps/map-cbctf4_ALPHA02.pk3

Screenshots for lazy ppl:

Image Image

Please test. NOW! :D
Last edited by C.Brutail on Fri Jan 19, 2007 11:10 pm, edited 1 time in total.
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Postby esteel » Thu Jan 18, 2007 2:28 am

Looks interesting and very promising, quite in the spirit of classic quake2 ctf maps.. A bit confusing at first but its only a limited number of ways so after five minutes one gets the basic layout. From the map center two ways to a 'mid room' and from there two ways to the flag room. And a swim way from map center to flag room.
I'm not sure if the lift in the 'mid room' is worth the work.. a laser jump is faster and takes very little health. Maybe if you can make the lift faster people might use it more often? Or increase the hight so the lift is more useful.
The doors can be a bit annoying if one tries to move very fast through the base. Unless you want to slow people down they should open faster or earlier then right now. One can use some of the weapons to open them but when you are fleeing with the flag it will be hard to do that and shoot at people following you.
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Postby C.Brutail » Thu Jan 18, 2007 8:11 am

Your right with the lift and with the doors, I'll make them move faster. One thing tho, that probably you noticed, the map is heavily designed with grapple play in mind, so if you shoot a grapple on a door, it will open before you reach it :)
And yes, I was trying to copy some classic q2 ctf ways too :oops:

For those, who haven't dowloaded the alpha, here are some screenies:

Image Image Image
Image Image Image
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Postby ai » Thu Jan 18, 2007 8:32 am

I couldn't find the blue base, only the thing in the middle, the bridge or what it is.. Have you made it or is it just me being really poor? Overall it looks good can't complain about anything so far.

EDIT: Didn't see the screenies before I posted, now I know that there is no blue base.
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Postby C.Brutail » Thu Jan 18, 2007 8:34 am

You can't find the blue base, becouse it's not done :P But as the map will be mirrored, it's easier to make only one side first, and then copy-paste mirror the whole thing ;) Blue base will be 100% equvivalent to red.
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Postby GreEn`mArine » Thu Jan 18, 2007 9:43 am

Looks nice, but it seems to get HUGE man ;D

So probably not suitable for 3on3 ladder, but for a bigger one ;)
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Postby Ed » Thu Jan 18, 2007 11:11 am

Can't it have a proper name? Something more memorable than what to a casual player would just be a string of letters?
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Postby Strahlemann » Thu Jan 18, 2007 12:10 pm

There are too many straight hallways and only 2 larger rooms where you can get some more intense fighting (that's the flagroom and the room with the elevator).

For example you could rework this are with better connectivity:
Image

and maybe shorten the underwater tunnel by having a teleporter somewhere inbetween.

i think you have looked into the q2-map stronghold ctf, and there's more room to navigate and a more complex connectivity. i think you should go for that too.

my 2 cents ;)
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Postby esteel » Thu Jan 18, 2007 1:59 pm

C.Brutail wrote:One thing tho, that probably you noticed, the map is heavily designed with grapple play in mind, so if you shoot a grapple on a door, it will open before you reach it :)
And yes, I was trying to copy some classic q2 ctf ways too :oops:

I must say i have not tried it with the grapple but yes that would also fit the quake2 style. I have not yet tried door with the grapple but yeah it might be it also opens doors and if you say it does that cool. You could make this with a mapcfg file. Or you could even make it two, one with hook and one without. Or just have one mapcfg not change that setting so it uses what ever the admin wants on the server but one that enables the hook.

E.g:
ctf_cbctf4_hook.mapcfg wrote:set exit_cfg "maps/ctf_cbctf4_hook_exit.cfg"
set BACKUP_g_grappling_hook $g_balance_laser_force
set g_grappling_hook 1

set g_ctf 1
set fraglimit 1000
set timelimit 20
changelevel cb_ctf4


ctf_cbctf4_hook_exit.cfg wrote:set g_grappling_hook $BACKUP_g_grappling_hook


ctf_cbctf4.mapcfg wrote:set g_ctf 1
set fraglimit 1000
set timelimit 20
changelevel cb_ctf4


GreEn`mArine wrote:Looks nice, but it seems to get HUGE man ;D
So probably not suitable for 3on3 ladder, but for a bigger one ;)

I think its not that huge as it seems, not more the contorlfactor and some people wanted that in the ladder. Its just the flexible ways into the base that make it kinda huge but when this map gets played with the hook it will shrink quite a bit without becoming unplayable like most other maps with the hook enabled.

Strahlemann wrote:There are too many straight hallways and only 2 larger rooms where you can get some more intense fighting (that's the flagroom and the room with the elevator).
For example you could rework this are with better connectivity:
and maybe shorten the underwater tunnel by having a teleporter somewhere inbetween.

Hmm well with those changes the map might get even more flexible and confusing.. i'm not sure right now thats a good thing. Especially when following a flag carrier. But it will be good for him.. so it might be worth a try.
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Postby C.Brutail » Thu Jan 18, 2007 2:21 pm

RE.
@ Green: the map is not that huge imho, you can navigate pretty fast around with or without the grapple. But sure, the map would need about 4on4, but this map will be best played at least 6on6 or even more (now that's what I call CTF :D )

@Ed: Sure it will have a proper name, but I'm a bit out of ideas, I can't find a good one for it :?

@ Strahlemann: ok, I'll try to improve on that area, tho I share a bit of esteel's point of view about the complexity. And yes, I've based the map after good'ol Stronghold Oppositions and McKinley's revival.
I don't want to shorten the water tunnels, as they are realy not that long, and if I'd make a teleporter, the flag carrier would have a too easy way in and out (teleporter blocks fire).
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