[Map] Capturecity Revisited

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[Map] Capturecity Revisited

Postby Sven » Wed May 27, 2009 11:43 am

So i could compile the map with the normal GTKRadtiant 1.5 but not with floodlights... i hope that i dont forgot textures and i added fog and the smoke works now :mrgreen:
!please turn off reflections ifg the map lags its maybe your problem then!

bot waypoints and radarimage included

Download: :arrow:

some screenshots at last :wink::
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Last edited by Sven on Wed May 27, 2009 12:58 pm, edited 1 time in total.
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Postby cortez » Wed May 27, 2009 12:05 pm

the download link doesnt work
Aneurysm 4 the win !!!!! :D
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Postby Sven » Wed May 27, 2009 1:00 pm

it worked but was wrong link xD
have fixed it :wink:
i took the link of all my uploads
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Postby Dokujisan » Wed May 27, 2009 3:12 pm

Neat looking map, but it's unplayable. The FPS is just way too low.

The jetpack is neat, but I don't think it has any place in CTF, personally.
It is basically a reinvention of rocket boosting/flying, which was considered a "problem" in big open maps like capture city. You just grab the jetpack and fly over to your base. Even if someone has a nex, they would have a difficult time hitting the FC that uses a jetpack. It's similar to that new grappling hook weapon in 2.5. It's different if the server allows jetpacks or grappling hooks for everyone.
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Postby Sven » Wed May 27, 2009 6:47 pm

but dokujisan every team has the same chances when both fc's have jetpack
and did you tried with reflections off?
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Postby Dokujisan » Wed May 27, 2009 8:12 pm

Then it is only balanced when both teams have the flag?

In most cases, it won't work out that way. What typically happens with a "power weapon" like this is that one player with a jetpack will grab the flag and cap it without anyone stopping them.

That is what jetpacks placed on a CTF map allows. If everyone had a jetpack from spawn, it would be a bit different. Then everyone would be able to fly around too, and they could more easily stop a FC who is using a jetpack. But if only one or two people have a jetpack at a given moment, then that becomes the entire game. Grab the jetpack and cap. The same problem existed for rocket flying on capture city. After a while, everyone learned that if you get into the enemy base with the RL and enough health, then you were pretty certain to cap the flag. The "old fashioned" way of flag capping became useless on capture city. When they reduced rocket boosting, then that helped a lot. But people could still do rocket "floating" if they had enough health/armor/ammo. At least that is slow enough where you can hit them with the nex.

Making Capture City bigger is a good thing, in theory. It brings the map more back to its roots. As I understand it, it was supposed to be a map where it took some effort to cap the flag. Unfortunately, this version of the map is too laggy to play (I don't have reflections on. I'm using lowest settings on an Nvidia 8600GTX. I usually get between 200-250fps on maps).

In addition, there is also a jetpack embedded on the map, which I think throws off the whole point of the map. The jetpack is like a shortcut. It makes the map easy to cap on.
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Postby C.Brutail » Wed May 27, 2009 8:29 pm

About performance issues, this is the actual problem:

This is what you see:

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And this is what the engine sees:

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WE ARE NEXUIZ.
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Postby Sven » Sun May 31, 2009 8:39 am

@dokujisan: ok i'll maybe delete jetpack
...and how can i fix it?
Last edited by Sven on Sun May 31, 2009 8:46 am, edited 1 time in total.
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Postby Mizu Kitsune » Sun May 31, 2009 8:43 am

very nice map. try different shaders or edit the config to have gl_showsurfaces 1 and try that.
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Postby Sven » Mon Jun 01, 2009 6:54 am

which shader for which texture? should i make everey texture a hint shader? or what? i dont know on my comtuter the map works fine ("normal" settings + reflections)
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