[MAP) Altars

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Thu Apr 24, 2008 9:25 am

Thu Apr 24, 2008 4:50 pm

  • I just say wow! :shock:
    Nice one!
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    C.Brutail
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Thu Apr 24, 2008 7:37 pm

  • Looks like this could be a lot of fun. I'd like to see more map detail though... like maybe a tree, some carpets, a gong?

    Also, jumppads and teleporters :D
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    [-z-]
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Thu Apr 24, 2008 7:50 pm

  • Ok from that screenshot im expecting a lot from this map, i just hope it doesnt have all the similar problems as most / lot of nexuiz maps..cramped when you get into corridors and bang your head whenveer you pick up seed on a roof in corridors...i do like to be able to move!

    going to test in a bit.
    :]

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Thu Apr 24, 2008 8:11 pm

  • i mean speed not seed :)
    :]

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Thu Apr 24, 2008 8:54 pm

  • Clueless Newbie wrote:Image
    This map was designed for CTF, but it should also be usable for the other game modes (DOM, KH, etc).
    Here: http://folk.uio.no/clund/nexuiz/Altars.pk3

    I like that (like me) you pay special attention to adding purely visual elements to the map, giving it a consistent look. It is too easy to climb over st roof so this is probably not the best ctf layout though.
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Fri Apr 25, 2008 9:34 am

  • [-z-] wrote:Looks like this could be a lot of fun. I'd like to see more map detail though... like maybe a tree, some carpets, a gong?

    Also, jumppads and teleporters :D

    The problem with detail is that it hinders movement. But I might add carpets and/or some pictures on the walls.
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Fri Apr 25, 2008 9:40 am

  • ihsan wrote:I like that (like me) you pay special attention to adding purely visual elements to the map, giving it a consistent look. It is too easy to climb over st roof so this is probably not the best ctf layout though.

    I've played just one game on this map, and that was enough to uncover several problems that need to be fixed;

    1: It's very difficult to defend the flag.
    2: It's too hard for the defenders to get to their own flag room.
    3: Once an FC clears the middle roof, he's practically home free.
    4: I'm not quite happy with the weapon placement.

    Mind you, the game I played was 3 vs 6, and that didn't make things any easier (I was one of the three). #3 might not be a problem with even teams, but #1 & #2 require changes to the map - and those are well under way.

    There will be an Altars_v2 in a couple of days. Need to play some more rounds on the current version first though, to make sure there aren't more thnigs that need to be fixed.
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Wed Jul 02, 2008 7:19 pm

  • I've just noticed a mistake in the .mapinfo
    title Altars_v2
    description Symmetrical map designed for CTF
    author Clueless Newbie / C Lund
    has weapons
    type ctf 300 20
    type dm 30 20
    type tdm 300 20
    type lms 9 20
    type arena 10 20
    type dom 300 20
    type rune 200 20
    type kh 300 20
    the last line type kh 300 20 is wrong, currently it gives any Key Hunt game a maximum of 300 points and 20 minutes. It doesn't list the number of teams.

    KH is usually 1000 points and 20 minutes, with 2,3 or 4 teams. 99% of KH maps have 3 teams. Aneurysm is the only KH map in the 2.4.2 zip with 2 teams.

    Fortunately, the Key Hunt code detects the error and defaults to 2 teams.

    A good line would be 'type kh 1000 20 3', 1000 points, max 20 minutes time and 3 teams.

    The Team Death Match line is also wrong, a better line is 'type tdm 50 20 2'

    I don't know if any of the other lines are incorrect :(
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Thu Jul 03, 2008 8:48 am

  • victim [v] wrote:I've just noticed a mistake in the .mapinfo
    title Altars_v2
    description Symmetrical map designed for CTF
    author Clueless Newbie / C Lund
    has weapons
    type ctf 300 20
    type dm 30 20
    type tdm 300 20
    type lms 9 20
    type arena 10 20
    type dom 300 20
    type rune 200 20
    type kh 300 20
    the last line type kh 300 20 is wrong, currently it gives any Key Hunt game a maximum of 300 points and 20 minutes. It doesn't list the number of teams.

    KH is usually 1000 points and 20 minutes, with 2,3 or 4 teams. 99% of KH maps have 3 teams. Aneurysm is the only KH map in the 2.4.2 zip with 2 teams.

    Fortunately, the Key Hunt code detects the error and defaults to 2 teams.

    A good line would be 'type kh 1000 20 3', 1000 points, max 20 minutes time and 3 teams.

    The Team Death Match line is also wrong, a better line is 'type tdm 50 20 2'

    I don't know if any of the other lines are incorrect :(


    Thanks for the tip. I don't think I'll be uploading a new build of Altars just to fix this — apparently it's already been fixed by people running the servers — I'll make sure to have this in mind when I make new maps.
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Thu Jul 03, 2008 9:09 pm

  • two comments re: this map

    1. I really think you should be limited in traveling over the middle rooftop to cross over the base. That just allows someone to circumvent the majority of the map. The roof could be built up and given some clipping so it's not passable that way. Or give a semi-transparent roof, like some criss-cross bamboo as a barrier.

    2. I see a lot of players get confused about where to go. Most people laser jump up to the second level (where the flag rooms ar), but there isn't a clear way up to that level without laser jumping (I know there are two stairways leading up, but those aren't obvious and they are at the far ends of the hallways). So a lot of players just run around and play DM in the middle of the map.

    hmm, a followup point, though this isn't that important and doesn't deserve a number :-) is that there may be too much armor on this map, or at least too concentrated. Usually, if someone gets one armor, they get both and then they are pretty stacked.
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