[MAP]cb_ctf4 - "Fortress Resurrection" ALPHA02 REL

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  • 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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    C.Brutail
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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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    esteel
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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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    C.Brutail
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Thu Jan 18, 2007 8:32 am

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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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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    GreEn`mArine
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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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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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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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    esteel
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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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Fri Jan 19, 2007 11:11 pm

  • Alpha02 is avaible, details in first post.
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    C.Brutail
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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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    esteel
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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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    C.Brutail
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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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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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    C.Brutail
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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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    divVerent
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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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    C.Brutail
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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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    esteel
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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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    C.Brutail
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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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    cortez
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  • C.Brutail wrote: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

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


    It's still in test phase, that's why there's no menu selection yet.
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  • C.Brutail wrote:It's still in test phase, that's why there's no menu selection yet.

    Meaning you will have to load the map via console. map cb_ctf4_a02. That does not activate ctf but as the map is not ready that not a big problem :)
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