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

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  • I have made my 1st CTF map whit GtkRadiant.
    It's very simple map but i hope plaiable :)
    I have made the textures with Gimp and
    i have used the skybox of Bluesky map.

    I hope some server admins want try my map.
    And i wait for comments: what is good and what is bad in my map. Than i will produce a new version of the map.

    thank u all

    at this link u can download the map

    Image
    Last edited by giuseppe on Thu Aug 21, 2008 4:20 pm, edited 1 time in total.
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    giuseppe
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Sun May 25, 2008 9:44 pm

  • i .. like this map , but have to play it online too :)
    but for me it looks like this... : http://pics.nexuizninjaz.com/files/pxg9 ... 56j915.jpg
    i would add a ladder or a jumppad to get to the flag or is there any way to get the flag without laser/mortar etc. jump ? :P would make it easier for new players
    ginseng
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    Mirio
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Sun May 25, 2008 9:44 pm

  • hey

    I put the map up on the New CTF Maps server for testing. I don't see any textures aside from just a checkerbox texture.

    Also, some feedback on the map design.

    You've made it a nex map (like facing worlds). A lot of people will probably complain about that.

    There isn't enough lighting. It appears that you only have one lightsource for the entire map (like a moonlight source). You should sprinkle some lights throughout the map or add some ambient lighting.

    There is only one health (a megahealth) and armor in each base. That's definitely not enough to sustain a team. I'm glad you didn't make the common mistake of OVERstocking the base, but I think you could use at least some smaller armor/health sprinkled around the base.

    There is only one way to get to the top of each base (the teleporter) without laser jumping. Might want to add a jumppad maybe on the back of each base.

    This map feels incomplete, but it is your first map. It's a start. I could see it being expanded and refined to become a map that people might enjoy. When it is in a playable stage, I would give it a real name aside from just giuseppe_mappa02 :-)
    Dokujisan
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Sun May 25, 2008 9:46 pm

  • agree with the health thingie :)
    same time poster eeeeek
    ginseng
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    Mirio
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Mon May 26, 2008 12:14 am

  • Unfortunately Nexuiz can't load the textures from your pk3. When you compiled the map, your textures was in the /textures/mappa-02/ folder, but the pk3 have them in /textures/giuseppe_mappa02/

    Code: Select all
    maps/giuseppe_mappa02.bsp: could not load texture "textures/mappa-02/box04"
    maps/giuseppe_mappa02.bsp: could not load texture "textures/mappa-02/box02"
    maps/giuseppe_mappa02.bsp: could not load texture "textures/mappa-02/box03"
    maps/giuseppe_mappa02.bsp: could not load texture "textures/mappa-02/down"
    maps/giuseppe_mappa02.bsp: could not load texture "textures/mappa-02/up"
    maps/giuseppe_mappa02.bsp: could not load texture "textures/mappa-02/box01"
    maps/giuseppe_mappa02.bsp: could not load texture "textures/mappa-02/segnale"

    Code: Select all
    ronan@amilo:~/.nexuiz/data$ unzip -l giuseppe_mappa02.pk3
    Archive:  giuseppe_mappa02.pk3
      Length     Date   Time    Name
    --------    ----   ----    ----
            0  05-25-08 20:39   textures/giuseppe_mappa02/
       166278  05-23-08 19:41   textures/giuseppe_mappa02/box01.tga
       179954  05-23-08 19:42   textures/giuseppe_mappa02/box02.tga
       234042  05-24-08 12:08   textures/giuseppe_mappa02/box03.tga
       242817  05-25-08 16:00   textures/giuseppe_mappa02/box04.tga
        33402  05-24-08 12:45   textures/giuseppe_mappa02/down.tga
        33719  05-24-08 12:46   textures/giuseppe_mappa02/segnale.tga
        33332  05-24-08 12:45   textures/giuseppe_mappa02/up.tga
      9861484  05-25-08 16:30   maps/giuseppe_mappa02.bsp
        35940  05-25-08 17:09   maps/giuseppe_mappa02.jpg
        66817  05-25-08 16:25   maps/giuseppe_mappa02.map
           39  05-25-08 17:00   maps/giuseppe_mappa02.mapcfg
          134  05-25-08 16:55   maps/giuseppe_mappa02.txt
          177  05-25-08 16:59   maps/read.txt
    --------                   -------
    10888135                   14 files


    Also you want maybe to add a bump (box01_bump.tga) and a gloss (box01_gloss.tga) to your textures set in order to improve the looking aspect. eggandbacon.pk3 give you a good example of what it's possible to do.

    I hope you take pleasure in mapping, and see from you other good maps :)
    Ronan
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Mon May 26, 2008 9:57 am

  • OMG

    yes i have compiled the map with the name mappa-02
    and after i have renamed files mappa-02.* to giuseppe_mappa02.*
    than the compiled map search in mappa-02 directory the texture
    what a stupid error :oops:

    sorry for that
    i will correct this for the next version
    (i will add some jump pad, lights, health and other requested stuff and give a better map-name)

    pls u can simply rename the directory /texture/giuseppe_mappa02
    to /texture/mappa-02 in pk3 file
    i have a slow analogic connection and i need 20 min to upload the map again :roll:

    thank u all
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    giuseppe
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Mon May 26, 2008 5:46 pm

  • 1st update

    added 3 jump pad each team
    added some health and armor stuff
    added 2 lights each base
    added bump textures
    new mapname and new screenshot

    at this link u can download the updated map

    Ronan wrote:I hope you take pleasure in mapping, and see from you other good maps :)


    mapping is funny, i love 3d graphic (im a beginner with blender and i have installed gtkradiant 1 week ago) and mapping is a nice application of 3d graphic. I want learn much for make good maps in future :)
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    giuseppe
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Mon May 26, 2008 9:24 pm

  • I put this version on on the "New CTF Map - testing server" and gave Giuseppe some more tips on improving it.

    Image
    Dokujisan
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Tue May 27, 2008 5:16 pm

  • Dokujisan think is too easy capture flag with a rocket jump in my map
    and i agree

    In order to limit the use of big jumps
    I have this idea explained in this image:

    Image

    In the scrennshot posted by Dokujisan the skybox in not visible.
    I see it when i paly the map.
    Maybe because i use still nexuiz 2.3 ?
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    giuseppe
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Tue May 27, 2008 5:35 pm

  • Don't worry your sky is working, Dokujisan plays with r_nosky 1 :)
    Ronan
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Tue May 27, 2008 6:37 pm

  • ok thanks Ronan :)
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    giuseppe
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Tue May 27, 2008 6:37 pm

  • I added the map to the CTF FFA server and played a 6on6 game.
    The gameplay is already good and fun, intense, curiously without many campers.
    Since it's hard to take the flag with good defence, that ok for me if you can come back fast to your base with rocket or quad. Of course I don't know yet what a carrier can abuse to frustrate everyone.
    Ronan
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Tue May 27, 2008 9:19 pm

  • I played a 5v5 game on this map and it was surprisingly a pretty good game. It pretty much felt like a variation of facing worlds. I like the bunker in the middle with shield and quad. That adds an interesting change to the "facing worlds" style of map.

    I would still like the map to be stretched out a tad bit longer and add a couple small obstacles to the "field" area. I like your answer to the anti-rocket jumping issue. That's better than an invisible wall that kills people (like protector anubis in Facing Worlds)

    Can't wait to try out your new version.
    Dokujisan
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Tue May 27, 2008 9:30 pm

  • I had a game on this map earlier and it was pretty enjoyable. Had good players so there wasnt much sniping and it was a very fast match. Rocket jumping was a bit of a problem but thats all really.
    Possibly not the worst mapper in the world.

    A blog of random pish:
    http://xeno.planetnexuiz.com/blog/?author=5
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    Sepelio
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Wed May 28, 2008 5:48 pm

  • Ronan
    Dokujisan
    Thanatos

    Thank a lots! Sweet music for me :)
    If players have fun with the map well maybe the map is good.

    For the next version i want relase the v1r1: ctf_grudging_mg_v1r1.pk3
    the real 1st version (that include the big teleporter).

    I think to try make a bit longer the map for a v1r2.

    Before i have still to work much on map.
    For ex now im working on lights, for a distribution of little health and armor and for a bsp file size smaller.

    Than i want add some wall or room or other structure. But this i think for a v2r1 version.

    For now two screenshots (lights)

    into the base

    underground room
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    giuseppe
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Fri May 30, 2008 1:56 pm

  • I have finished v1r1

    updates:
    more lights
    more small health and armor
    the big teleporter and target room
    file size smaller (800 Kb)

    i have added a low wall at the perimeter:
    this maybe is good for players (me for ex.) that see much times the message WATCH YOUR STEPS :)

    ctf_grudging_mg_v1r1.pk3
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    giuseppe
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Fri May 30, 2008 4:03 pm

  • The lights look better now.

    I'm not sure the big teleporter was a good idea, it's remove one of the fun aspect of your map (going fast to the other base), and can be quite frustrating since it is invisible, you can't really understand why you are stopped.

    I've updated the map on the ctf ffa server.
    Ronan
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Fri May 30, 2008 5:57 pm

  • Well, is a test.

    If players dont like the big teleporter i have no problem to remove it for next relase :)
    Sure it teleport any player touch it (also if not used any jump): hmm ...
    ... maybe to make visible the teleporter like a nebular not solid object ...

    Thx Ronan for testing my map on your server!
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    giuseppe
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Fri May 30, 2008 6:14 pm

  • I enjoyed this map quite a bit. The shapes are interesting and the mega health / armor allow for fun rocket play. I'd like to see a kink in the middle of this board rarther than just a rectangle.
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  • Today i have plaied 1st time the map (v1r1) online on your server Ronan.

    One times the flag carrier trying escape with a big jump was teleported down
    in that time other team keep also the flag. After for many minutes the defences protect the flag carriers
    and they cant capture. Some player not like this kind of situation i know.

    Well for many players a game with few capture is too long and boring. I understand.
    Now im oriented to remove the big teleporter.

    I noticed the weapons most used in order
    nex, nex, nex and nex :)
    rocket launcher
    machine gun

    [-z-] wrote:I enjoyed this map quite a bit. The shapes are interesting and the mega health / armor allow for fun rocket play. I'd like to see a kink in the middle of this board rarther than just a rectangle.


    thank u [-z-]
    sorry but my english is very basic...for kink u mean a shape larger or irregular or ...
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    giuseppe
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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.
    Dokujisan
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  • 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
    ginseng
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    Mirio
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  • 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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    [-z-]
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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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    giuseppe
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Mon Jun 02, 2008 4:10 pm

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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    dread
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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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    giuseppe
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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.
    Ronan
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Mon Jun 09, 2008 10:41 am

  • Thank a lot Ronan :D
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    giuseppe
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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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