[MAP]cb_ctf4 - "Fortress Resurrection" ALPHA02 REL

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Postby C.Brutail » Fri Jan 19, 2007 11:11 pm

Alpha02 is avaible, details in first post.
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Postby esteel » Fri Jan 19, 2007 11:56 pm

I like that new room.. its only useful to drop down but its too high to jump up (well unless you have lots of heath to afford the push from heavy weapons. The glass adds a nice touch to it.
I spotted some z fighting in the 'water room'. One side of that little catwalk in that room has problems with the water. Hardly visible on my screenshots so its no use to upload them, but you will see it when looking for it.

I think the smooth white texture thats used right now needs to be replaced, it will look a bit boring after a while. Maybe its on your todo list. The texture used for the pillar that holds the flag platform looks more interesting but its used in too many maps already. I like the rough and bumpy look of it though. Maybe you can cook up something new for this map. TZork had a nice texture idea with his new map..
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Postby C.Brutail » Sat Jan 20, 2007 12:00 am

Like I said, the map was meant to played with grapple on, so you can always go back into that tunel ;)
As for the textures, I don't realy know what to do, this is my worst problem of map making, I can think of good geometry, but not good texturing :(

As for the z-fighting: Yeah, I know about that, that's easy to fix, that's coused by the moving water-brush. This is an engine bug, the same can be observed on Greatwall RELOADED!
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Postby k0jak » Sat Jan 20, 2007 2:00 am

Map looks quite nice (layout wise)

I hope it plays as well as it looks (i prefer maps where i can fly around them very fast with good movement and that offer me enough room to do this :) )
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Postby C.Brutail » Sat Jan 20, 2007 1:08 pm

Well, the alpha2 is there for you to test, that's why I maed it ;)
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Postby divVerent » Sun Jan 21, 2007 11:14 am

C.Brutail wrote:As for the z-fighting: Yeah, I know about that, that's easy to fix, that's coused by the moving water-brush. This is an engine bug, the same can be observed on Greatwall RELOADED!


It's easy to fix? Then fix it...

does making the "other" sides of the water pool nodraw help?
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby C.Brutail » Sun Jan 21, 2007 11:59 am

I can see someone get out from the bed with a bad sober...
Easy to fix by mapping, I just make the brush to overlap th other one. As for the engine side, I dunno anything about it.
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Postby esteel » Wed Jan 24, 2007 2:34 am

I found that i agree with k0jak that CTF maps should offer chances for great fights around the quad damage. We had quite some nice of those fights on mikectf2 recently :). I was thinking on how to add quad to this map. I would really hate to see it in the water as i think that might be too hard to get then. Maybe put two armors into the water and make the bridge broader and place the quad at its middle. That extra room will help with those fights.
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Postby C.Brutail » Wed Jan 24, 2007 10:19 am

You might be frightened about this, but I exactly know where the quads will be. Yes, you've read correctly, quadS. The map will have two quad damages, just right in the first turn of the passage above the flagroom. The idea came again from a quake2 ctf map, where this worked out quite well.
Thinking about this, placing the quad damages there will make the use of the quad very tactical. Everybody will spawn in the near of the quad, but only the attackers should grab it - but not the nmy ;) So you should be pretty careful protecting not only the flag, but the quad too - you have to realy count, when it will spawn. On the other hand, the quad damagged attacker sohuld be a good grapler, becouse the way into the nmy base is rather long, but with the grapple it can be shortened. The presence of a quadder is predictable a bit too, becouse there are only two ways out from the base, (the water tunnel is too long for a quadder, it would be a waste), so the fellow attackers should first clear the way out for the quader. Also, becouse there are two quads, chances, that two quadders will face each other, which can lead toa very exciting situation ;)
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Postby cortez » Wed Feb 07, 2007 8:40 am

cant find that map in nexuiz? :cry:

nexuiz/data <---there i have to put it or havent i?
Aneurysm 4 the win !!!!! :D
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