[MAP] Ground Force 5

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Fri Sep 14, 2007 1:38 pm

  • A open, simple designed ctf map.

    Shots!
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    Image

    Download:
    ------------------------

    Hope you have fun with that!

    EDIT: latest version http://forums.alientrap.local/viewtopic.php?p=70079#70079
    Last edited by cortez on Fri Oct 02, 2009 6:53 pm, edited 5 times in total.
    Aneurysm 4 the win !!!!! :D
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    cortez
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Fri Sep 14, 2007 7:21 pm

  • Looks nice, simple, and fun. Will test it out today.
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    John Galt
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Fri Sep 14, 2007 10:57 pm

  • Looks very simplistic..looks too UT'ey again for me..but it looks great (map layout wise from what i can see in the pics..you maybe finally made a map that will play / be fast paced (movement wise) and good! (not you personally, i mean in general you may have made a very nice good ctf map playwise..there isn't many about but only play testing shall tell! :P)

    Not sure about all the health packs and health pickups mind you..not really liking that looks over-kill but we'll see.

    gunna go test now :)
    :]

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Sat Sep 15, 2007 9:09 am

  • I dislike that the two flags are so close to each other
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    GreEn`mArine
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Sat Sep 15, 2007 11:18 am

  • GreEn`mArine wrote:I dislike that the two flags are so close to each other


    agreed, needs to be a bit further apart.
    :]

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    Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
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Sat Sep 15, 2007 11:57 am

Sat Sep 15, 2007 12:19 pm

  • ai wrote:Or put something in the way so it'll be harder to get to the flag. Alternate routes.


    Agreed. Like a giant statue of me :twisted:
    :]

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Sat Sep 15, 2007 1:36 pm

  • The map is fun, and a real slaughterhouse with a full house on my server (18). Some complained of lag, though I didn't experience any. Is this a port of a Q1 map?
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    John Galt
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Sat Sep 15, 2007 5:58 pm

  • k0jak wrote:
    ai wrote:Or put something in the way so it'll be harder to get to the flag. Alternate routes.


    Agreed. Like a giant statue of me :twisted:


    any serious ideas what can i put in the way

    my favourit atm moment is a big "kojn is lazier then Morfar" banner.

    k0jak wrote:Looks very simplistic..looks too UT'ey again for me..


    Are you UT addicted or looks everything UT'ey for you?

    GreEn`mArine wrote:I dislike that the two flags are so close to each other


    They arent close to each other there is only nothing in the way so it seems so.

    John Galt wrote: Is this a port of a Q1 map?


    No it isnt!
    Aneurysm 4 the win !!!!! :D
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    cortez
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Sat Sep 15, 2007 8:58 pm

  • well, you should block the possibility to get from flag do flag in a straight line.

    like a wall of glass, so you're forced to use other routes.
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    [kojn] she took it the dirty way
    GreEn`mArine
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Sun Sep 23, 2007 3:25 pm

  • It does look too UT'ey, can't you increase the details in some places? at the moment it reminds me way too much of CTF-November in UT excet it doesn't have a big submarine in the way :)
    :]

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Sun Sep 23, 2007 3:30 pm

  • k0jak wrote:It does look too UT'ey, can't you increase the details in some places? at the moment it reminds me way too much of CTF-November in UT excet it doesn't have a big submarine in the way :)


    never played that map so dunno :P
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    cortez
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Fri Sep 28, 2007 8:38 am

  • What the hell CTF November is totaly different to this map :!:
    You play definitely to much UT :P

    Anyway i put some of tZorks turrets on this map :!:
    http://www.badongo.com/file/4514373

    Beware the turrets are highly instable with Nexuiz 2.3
    Last edited by cortez on Tue Nov 13, 2007 4:28 pm, edited 1 time in total.
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    cortez
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Fri Sep 28, 2007 10:47 am

  • k0jak wrote:It does look too UT'ey, can't you increase the details in some places? at the moment it reminds me way too much of CTF-November in UT excet it doesn't have a big submarine in the way :)


    So you want him to add details, so it doesn't like UT'ey, but UT2k3'ey? :P
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    Blµb
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Fri Nov 23, 2007 7:27 pm

Sat Nov 24, 2007 12:53 am

  • 2 reds flags

    +
    Code: Select all
    maps/gforce2.bsp: could not load texture for missing shader "textures/morph_gfrc_text/redliquid"
    maps/gforce2.bsp: could not load texture for missing shader "textures/morph_gfrc_text/blueliquid"
    maps/gforce2.bsp: could not load texture for missing shader "textures/NULL"



    + z-fighting
    Image



    = deserve a new package :wink:
    Ronan
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Sat Nov 24, 2007 11:15 am

  • fixed since yesterday :P
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    cortez
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Sat Nov 24, 2007 3:58 pm

  • I get the not fixed version on {}. :wink:
    But your fixed version as still that horrible z-fighting on both sides :P
    Ronan
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Sat Nov 24, 2007 7:00 pm

  • gforce was so beautiful in it's simplicity and flow. I feel like this ~remix~ doesn't do it justice. I'd suggest you go back to the roots of what made this map so great and expand upon that.

    Making the actually map bigger and moving the flags back would be a good start. Maybe more bends in the hallways with intersection or even 2nd story enclosed hallways would be a nice touch. Don't sell this map short.
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Sat Nov 24, 2007 10:29 pm

  • Ronan: dunno where the problem is. i try it on many different solutions and i found nothing, also in the radiant i found nothing.

    z: the flags where always defined to be there. this is no remix . its v2 of this map and this map was never great.
    Aneurysm 4 the win !!!!! :D
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    cortez
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Sun Nov 25, 2007 12:56 am

  • cortez wrote:Ronan: dunno where the problem is. i try it on many different solutions and i found nothing, also in the radiant i found nothing.

    z: the flags where always defined to be there. this is no remix . its v2 of this map and this map was never great.


    I think you're cutting yourself short on the quality of v1.
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    [-z-]
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Sun Nov 25, 2007 1:16 am

  • Heh Z teh map luddite
    He said the the same about Begrot an early version of a map i made, that the early, basic, no frills version was better. I guess it's a part of mapping to keep in mind the ideas and reasons you had early on when you are editing after testing. I really like the feedback from mappers on this forum and players while playing on maps i made but it can be the case that peeps get attached to a part of the map that you don't like or didn't intend and later on they say nooo bring it back.
    Well i guess that's the frisson of open source gaming, and i got to say that this is the main thing about nex that gets me, it's OUR game. Well we dint make it but we add to it so it's ours. Proprietary games, and I've played a lot of them, just don't do this.
    Nexuiz Wooooots
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    Rad Ished
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Sun Nov 25, 2007 1:20 am

  • The problem I have with this map is that it lacks flow (abstract, I know). There is no logical division, and it is all basically on 2 planes, and upper and lower, which makes it sort of uninteresting. It does suit a lot of people though, which is good.
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    torus
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Sun Nov 25, 2007 1:26 am

  • hey torus how goes it? your avatar rocks, you made this?
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    Rad Ished
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Sun Nov 25, 2007 2:15 am

  • Nah, I didn't make my av. I made my sig though.

    I'm doing pretty well, thanks!
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    torus
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Sun Apr 27, 2008 4:03 pm

Mon Apr 28, 2008 1:28 am

  • What i didn't like about this map was the fact that
    1. it is an almost straight line from one flag to the other and
    2. because the flag is higher than spawnpoints in a room full of rockets and grenade launchers defending is almost impossible.

    I hope that turrets will add a much needed defensive improvement in nexuiz ctf generally.
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    ihsan
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Thu May 01, 2008 3:40 pm

Sat May 03, 2008 9:54 pm

  • I tried getting the turrets running with this map on a 2.4 server, but it didn't work.

    I found the files to download here....
    http://www.forums.alientrap.local/viewtopi ... 1999#31999

    where it has the file for the server and the file to download for the clients. I put the client file on maps.nexuizninjaz.com and I placed the other file in /data on the server. I then exec'd turrets.cfg and that went successfully, and then I set g_turrets 1.

    Then I loaded gforce3 and....no turrets. I didn't see any download happen for the client file. Maybe that's the reason? Any ideas?
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Sat May 03, 2008 11:33 pm

  • BTW i'm sure server admins will hate the fact that you included a progs.dat in the pk3 file. It means that when they just put your map in Nexiuz/data they will use the progs.dat and it really seems like a old version of the basic code.. Better make your map NOT include that file but make it an other download so server admins can use the map.. i know at least one admin that does not use the map because of this..
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