Author Topic: VCTF-Redrooms  (Read 2036 times)

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Molgan

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Re: VCTF-Redrooms
« Reply #15 on: May 12, 2009, 21:13:57 PM »
Quote from: "Zeus"
welcome to «ne»
Thanks! =)
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Have you got UT3 installed?  You should play on some of our fun nights
Got it, and mabe I might pop in for a game (though 2 years without playing anything serious have taken its toll  :oops: ) to see what this game is all about.
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Too late, I've already sold it off to Epic. I start work there next week as the new Head of Stealing Maps.
Haha, a key position. ^^

ekay

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Re: VCTF-Redrooms
« Reply #16 on: May 13, 2009, 17:58:53 PM »
Joking aside, this is what I've managed so far.
Haven't changed much as I've been a little busy; Added new lighting, new flag basses and added mapinfo/music.

Given a Spanish* code name, at least until it gets into Beta stage.
Alpha1 here (all future version will go in this folder too).

Wanted to do a little more before the weekend, but looks like I won't get a chance. So might as well get this out now, start getting feedback early so I don't have to make as many releases.

*I don't actually know Spanish.

Arfa

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Re: VCTF-Redrooms
« Reply #17 on: May 14, 2009, 18:52:26 PM »
cool, will give it a run round later if i remember

(btw it would be VCTF-HabitacionesRojas in Spanish  ;))

ekay

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Re: VCTF-Redrooms
« Reply #18 on: May 19, 2009, 10:47:33 AM »
Some feedback would be appreciated.

Zeus

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Re: VCTF-Redrooms
« Reply #19 on: May 19, 2009, 11:19:52 AM »
its on the server but not on active maplist ATM  ;)

Zofo

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Re: VCTF-Redrooms
« Reply #20 on: May 19, 2009, 13:24:29 PM »
Tried this last night, it looks great so far, here's my 2 cents


I absolutely love where the stinger is now, great idea tbh, means that the newer players can't whore it because they won't be able to do that wall dodge lol.... classic stuff

The flag area was bigger in the previous version which lead to some nice fights up there

I love where the shield is now also, much better than outside on that middle structure

The lift jump takes u nicely to the top gangway that links both bases but I couldn't make the wall dodge jump in the middle no matter how late I left it to jump, it should be difficult but not impossible, I only tried it 3 times so maybe I didn't try hard enough

There was a step from outside to inside by the Raptor which isn't there now, tbh I have always hated that step but I think it does serve a purpose, it made the transition from inside to outside more difficult when under pressure, dunno if thats required


I know its not finished so maybe you were gonna change all that stuff regardless but just thought i would mention it, we need to play test it with Greed methinks

ekay

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Re: VCTF-Redrooms
« Reply #21 on: May 19, 2009, 14:30:45 PM »
I don't have a reference to the original UT2k4 map, since I don't have it any more. So this info is important.
I didn't go fishing for the original and load up UT2k4 again, simply because straight 1:1 conversions will not work in UT3 due to different pacing, and didn't want to base things exactly the same. So the question is, does it need every detail the same as the original? Adding it shouldn't be too hard, since Jeff has already done it ;)
But starting half-way through somebody elses map is a little tricky, as I don't know where to begin (apart from the obvious of replacing the 'placeholder' meshes).

Main differences from Molgan's reference map is,
# The new big shiny circular flag base
# Repositioning of Stinger
# Reshaped ceiling, with added entrances for Raptors (but initially meant as a light source)
# Added Avril
_ _ _ _ _

From what I tried Zof, I couldn't make that jump between the two gangways in the middle either. I just assumed that you're not meant to go from gangway to gangway (since that seems like a pretty easy homerun to me). Should they be closer?
What works better with gangways, being able to go from;
flag <-> gangway | gangway <-> flag  (current setup)
flag <-> gangway <-> gangway <-> flag  (complete homerun setup)
flag <- gangway <-> gangway -> flag  (cant get to gangway from flag, easy capture, difficult escape)
flag -> gangway <-> gangway <- flag  (cant get to flag from base, easy escape, difficult capture)

Considering we'll be playing this mostly in Greed, a difficult capture may be preferable.

Zofo

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Re: VCTF-Redrooms
« Reply #22 on: May 19, 2009, 15:57:33 PM »
ok i will make a more defined post when i get in from work, leaving now



oh but please don't move the stinger, it rocks where it is

ekay

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Re: VCTF-Redrooms
« Reply #23 on: May 19, 2009, 16:09:40 PM »
Quote from: "Zofo"
oh but please don't move the stinger, it rocks where it is
No, that's where I moved it to. ie, it wasn't there before, it was near the doorway.

At first when I went in that corridor I thought 'how do I get to the other side'. Then I realised that you need to wall jump off the pipe. It didn't seem obvious at first, so I moved the Stinger there to make it that more obvious to the player; eg, 'Why is that Stinger there - Oh, I'm meant to double jump to it - but how do I not die? Oh, I wall jump to the other side'.

Zofo

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Re: VCTF-Redrooms
« Reply #24 on: May 19, 2009, 19:46:40 PM »
Quote from: "ekay"
Quote from: "Zofo"
oh but please don't move the stinger, it rocks where it is
No, that's where I moved it to. ie, it wasn't there before, it was near the doorway.

At first when I went in that corridor I thought 'how do I get to the other side'. Then I realised that you need to wall jump off the pipe. It didn't seem obvious at first, so I moved the Stinger there to make it that more obvious to the player; eg, 'Why is that Stinger there - Oh, I'm meant to double jump to it - but how do I not die? Oh, I wall jump to the other side'.


yeah it wasn't all that hard to figure out but I can see so many players dieing trying to get it, gonna be great  :D

Arfa

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Re: VCTF-Redrooms
« Reply #25 on: May 24, 2009, 12:14:04 PM »
i never played the original so i can't compare it to that, but having had a quick run around it the other day it looks like it'll be good fun  :)

Is that Paladin available to both teams (i.e is it neutral)?

ekay

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Re: VCTF-Redrooms
« Reply #26 on: May 24, 2009, 12:24:20 PM »
Yeah, neutral Pali (or at least should be, didn't check).
It worked really well in the original, but the Pali in UT3 is completely different, might not work as well though.

Molgan

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Re: VCTF-Redrooms
« Reply #27 on: May 24, 2009, 20:13:42 PM »
Been in internet free country for a while, but have had a run around the map. A few comments:

Love the stinger placement ( :clap: ) and the openings in the roof, adds flow.

The walldodge in the middle; it's a pretty standard walldodge distance and I had no problems making it on- or offline. (Youtube evidence) I don't have the latest patch though, any differences there?  :think:  

The platform, as zofo said the fights up there is supposed to be intense with a solid area to duke it out on. The jump over to the pipe from the platform is a bit simple now too, all that is needed is a double jump and that's not how it was intended. It must be as tricky as possible since it's such a straight path between the flags.

Anyways, I stay tuned. =)

Zofo

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Re: VCTF-Redrooms
« Reply #28 on: May 25, 2009, 09:24:16 AM »
ah yes the nostalgia, I had many a fight on that platform, its all coming flooding back to me, so great *sniff*

/me wipes away a tear



I want more fights up there, please make it so ekay, brings back my fights, just likes the olden days

ekay

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Re: VCTF-Redrooms
« Reply #29 on: May 29, 2009, 12:13:39 PM »
Cheers Arfa for the Spanish lesson. I've now renamed it with a new 100% genuine proper Spanish codename.

Download: Alpha 2

I didn't notice how much smaller I had made the flag basses! Oops. Well, I've used the old flag bases as a guide and extended them to be much larger now.
I've also done some more lighting tweaks, a lot more dynamic now but it may be a bit too dark? It is also quite monochromatic now, which helps emphasize team-colours (which are vivid- non-desaturated). Still playing with the atmosphere might add a bit of mist and a different sky-box.

Made changes to textures throughout, halving the filesize and floors are a bit more varied.
Also looked into the pipe jump distances, moved it further from the flag basses so the jump is more difficult - but not impossible. A fair chance of missing and falling on the first jump. The middle jump looks impossible, I checked the youtube video and tried the jump over and over, I was convinced it is impossible to do, but I then managed to pull it off once. So it is possible, just very very hard.
So it's still up for debate, I have left it as it was, but if it is still too difficult to do (especially in normal gameplay) then I might adjust it.

I'm around this Sunday, can we get A2 upped for a few games? Should be popular also due to the free weekend happening at the same time.