[map] Strength CTF Beta

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[map] Strength CTF Beta

Postby Ed » Wed Sep 17, 2008 10:10 am

I've taken my CTF glue to one of Strahlemann's maps again. This time it's Strength to make Strength CTF!
Image

Edit:
Download at the bottom of the thread.

The distinctive yellow highlights of Strength have been converted to red/blue colour coding for the two bases.

Compiling this was hard. Almost everything is a detail brush now as otherwise q3map2 seg faulted. This build also has some strange messed up lighting in it that needs fixing.

Some of the shaders don't seem to be the right sizes and there is still an area of red highlights in the blue base by the front teleporter. Some item placement in the blue base may also be a bit strange still.

CTF base placement basically came down to having multiple routes available. The top would be too easy as it would be two laser jumps base to base, the bottom would be too concentrated so the centre level is the most balanced I think. The quickest route I have found is going down the ramp, up the other side, up the jumppad, down the opposing jumpad, then down and up the slope. Can be done in less than 10 seconds if clear.

This is only a beta but seems to work well enough to play on. Have a go and see what you think.
Last edited by Ed on Wed Sep 17, 2008 11:23 am, edited 1 time in total.
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Postby Ed » Wed Sep 17, 2008 11:23 am

I've now managed to get it to light properly so here's one with the lighting fixed and a few other minor things:
Image

strengthctf02beta.pk3 (4.5 MB)
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Postby Dokujisan » Wed Sep 17, 2008 2:35 pm

Did you double the map to make it symmetrical?
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Postby Ed » Wed Sep 17, 2008 3:02 pm

Dokujisan wrote:Did you double the map to make it symmetrical?

Duplicate everything, rotate 180 degrees, join the two together. If only Radiant could keep up with rotating that many entities at once. You often have to move items around manually afterwards. This is the same process I used on BloodprisonCTF.
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Postby Morphed » Thu Sep 18, 2008 1:43 pm

I dont like this map because its only map worth playing that have fps problems
if your version will be faster then its gonna be realy cool ctf map, and its going to be a big one :)

try to add: _blocksize 2048 to worldspawn, it might help you add more structural brushes
keep in mind that everything behind decal brushes is rendered, all players, items, particles, everything, so if you make map only with them, it will be like 1 giant box map, where everything is rendered and it will make all computers crawl at 2fps

use this for lightmaps http://forums.alientrap.local/viewtopic.php?t=3685

this radiant will let you copy jumppads http://forums.alientrap.local/viewtopic.php?t=3687 :)
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Postby Barfly » Thu Sep 18, 2008 5:43 pm

We played this yesterday on Galts server and most everybody was complaining about FPS, I like this map in DM and it would be a nice CTF map if you had enough players and could get the FPS better.
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Postby Ed » Thu Sep 18, 2008 8:23 pm

It doesn't surprise me that there are FPS related complaints so far. Conversion to detail was only to get it to compile so there may be something (like _blocksize) that will get it compiled without detail spamming.
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Postby [-z-] » Sun Oct 26, 2008 1:54 am

I meant to comment on this a while ago. I don't think I agree where you pieced the maps together. The flow feels broken and the "center" of the map is awkward. Two ramps overlapping/facing each other? eh...

I think the center needs to be built up more.
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