[CTF MAP] [Grudging] [v2r1] (my 1st ctf map)

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Postby Dokujisan » Sat May 31, 2008 6:56 pm

I saw that you added a lot more health/armor in the last revision. I think that plays a role in the game grinding to a stop, because the flag carrier can stack health/armor pretty easily.

I liked the teleporter wall idea, but I think it should be visible. That was the one thing that I didn't like about the protector anubis on facing worlds.
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Re: maybe big teleporter isnt a great idea

Postby Mirio » Sat May 31, 2008 7:27 pm

giuseppe wrote:Now im oriented to remove the big teleporter.

NOT :(
today i had a really good game .. :wink:
I liked the teleporter wall idea, but I think it should be visible. That was the one thing that I didn't like about the protector anubis on facing worlds.

its easy to remember that the teleporter is in the middle IMO
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Re: maybe big teleporter isnt a great idea

Postby [-z-] » Sat May 31, 2008 8:49 pm

giuseppe wrote:thank u [-z-]
sorry but my english is very basic...for kink u mean a shape larger or irregular or ...


You got it!
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Postby giuseppe » Sun Jun 01, 2008 6:40 pm

In this image the big teleporter is visible (i used the shader clear_ripple3 included in nexuiz)
and i have changed a bit the texture.
Is also visible some hole (like in red circle) in walls: maybe is only a problem of mine graphic card or the problem is in the map?

v1r2 preview

Dokujisan:
i have plaied today online a game and i had not problem to stack health and armor.
This helped me much (also with a ping over 300 wasnt easy frag me with over 300 health and armor :) )
Well i have reduced this stuff for v1r2.

Mirio:
ok, the big teleporter is not death :) but i want make it visible
i can make also a version of the map without it giving a name like ctf_grudging_mg_noblock.

[-z-]:
well, i think to do something about shapes and structures for a v2r1 version in future


Thanks a lot for give me your opinions really this help me in mapping
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Postby giuseppe » Mon Jun 02, 2008 4:10 pm

giuseppe wrote:Is also visible some hole (like in red circle) in walls: maybe is only a problem of mine graphic card or the problem is in the map?

v1r2 preview


ok today i have seen this topic on bugs section
http://www.alientrap.org/forum/viewtopic.php?t=3177
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Postby dread » Tue Jun 03, 2008 1:00 pm

i find that map brilliant!
but havent played it online for now^^

question: is it possible that the campers up on the bases CANT snipe trough the teleporter?

that wold be great :D
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Postby giuseppe » Thu Jun 05, 2008 10:53 am

dread wrote:i find that map brilliant!
but havent played it online for now^^

question: is it possible that the campers up on the bases CANT snipe trough the teleporter?

that wold be great :D


Thank u dread :D
Your idea is interesting! I want try for a future version of the map.

giuseppe wrote:Is also visible some hole (like in red circle) in walls: maybe is only a problem of mine graphic card or the problem is in the map?

v1r2 preview


I have this problem only with 16bits color
with 32bits all walls are at their place :)

I have decided to relase v1r2
ctf_grudging_mg_v1r2.pk3

the map file is not included in pk3
here the map file: ctf_grudging_mg_v1r2.map.zip
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Postby Ronan » Thu Jun 05, 2008 11:39 am

I was wrong about v1r1, with the teleporter your map is still very playable and fun, but nice you make it visible in v1r2. :)

N.B. map updated on the ffa server.
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Postby giuseppe » Mon Jun 09, 2008 10:41 am

Thank a lot Ronan :D
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Postby [-z-] » Mon Jun 09, 2008 12:33 pm

hmmm... Didn't see many changes in this last revision. I was hoping for more structural changes. All I saw was a missing texture on the portal in the center and some rearranged / missing health/armor.

But the new textures are nice :).

To be honest though, I was hoping it would eventually be retextured to look more like a castle or something though.

Image
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