Author Topic: VCTF-Redrooms  (Read 2035 times)

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Zeus

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Re: VCTF-Redrooms
« Reply #30 on: May 31, 2009, 17:03:06 PM »
Quote from: "ekay"

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.

done  ;)

ekay

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Re: VCTF-Redrooms
« Reply #31 on: May 31, 2009, 21:50:35 PM »
Good games today.
First time I've ever heard anyone, let alone the whole team, using team chat to say when skulls are incoming. It really brings out the teamwork.

Discuss. + give me a list of things that need to be changed (gameplay, bugs, visual).

azurescorch

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Re: VCTF-Redrooms
« Reply #32 on: May 31, 2009, 23:18:03 PM »
Ahh so it was this map we played! Really good map imo. Never could grab the stinger!

Haha "INC UPON 50 SKULLS! INC UPON 50 SKULLS!" That was nuts.
I think I might set up some keybinds for it in the future.

Psyqwix

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Re: VCTF-Redrooms
« Reply #33 on: June 01, 2009, 11:22:14 AM »
Never played the original map, but really liked this one! I liked the open space between flags and the fact that you could shoot shock balls through the stairs leading upto the flag  8-). Overall great map!

Zeus

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Re: VCTF-Redrooms
« Reply #34 on: June 01, 2009, 17:36:35 PM »
joined half way through the map but I thought it played very well, wasn't looking for issues when I was playing just got a fell for the map and its close enough to the original yet different enough to keep it freash too.

Need to have a a practice off them wall jumps and a good look at the map offline too but definitely a winner IMO  :D

Arfa

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Re: VCTF-Redrooms
« Reply #35 on: June 01, 2009, 19:30:34 PM »
yeah i had a lot of fun on this map too, in fact last night was fun full stop  :D

I didn't see any problems with the map, and can't think of anything that would make it better. Sorry!

ekay

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Re: VCTF-Redrooms
« Reply #36 on: June 01, 2009, 22:34:46 PM »
Got myself a list of changes to do now, which I'm working on.
But I need help with two things...

The Paladin. It's not as effective as it was back in UT2k4. This is probably because the Avril is allot more powerful now, and the Scorpion has self destruct. Would the Nemesis work better instead?

And the map name. Ok, I'm having a bit of fun with the naming for now, but come beta (which probably will go public) it'll need a proper name. Of course I could call it "VCTF-RedRooms" but since this has a few changes from the original I'm not sure if that's a good idea (in case someone makes a 1:1, or if Molgan is inspired to make another version).

Molgan

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Re: VCTF-Redrooms
« Reply #37 on: June 01, 2009, 23:25:05 PM »
Call it RedRooms, I insist. A 1:1 would not work as good as this one anyway.  ;)

Zofo

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Re: VCTF-Redrooms
« Reply #38 on: June 02, 2009, 09:43:36 AM »
awww I missed the games on it  :cry:

ekay

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Re: VCTF-Redrooms
« Reply #39 on: June 03, 2009, 12:19:24 PM »
Download: VCTF-RedRooms-Beta1

Changelog:

# Replaced Scorpions with Scavengers and moved Scorps outside.
# Tweaked the central gangway wall-jump distance
# Retextured basses, rebuilt lifts, added lift sounds
# Did some stuff to the floor in the middle...
# Replaced Stinger turret with normal Turret and created a turret track to the central area
# Added BioRifle and Flak
# Added goo volume to the death pits
# Fixed ramps

Notes:

Because of the Scorp self-destruct, I've moved them outside (to their original places in UT2k4?). This should buff the Paladin a little. I added Scavengers which work really well in this map. They can climb up anywhere someone on foot can go and very effective at kamikaze attacks. A very fun vehicle to play with in this map.

In the middle I have created a small ditch with a grate so you can see all the goo underneath. This was not only to create a little variety to the floors, but it also acts as a splash damage de-buff. The central area being the most spammy, rockets, flak and shock balls will fall through the floor, reducing spam. I would have liked it to also eat up skulls too but that doesn't seem possible yet.

The new Turret is experimental. It tracks in from outside all the way to the central area. But once there it is still pretty wide open to attacks so won't last long. It also serves the porpuse of teaching new players where the shield belt is (as it tracks over it).
Please let me know if this is too much, I was almost going to put a Shock Turret there, but managed to hold myself back.

Things to do:

I haven't had a chance to work on the outside areas yet. It seems fine as it is, but I suppose the structures could do with a little make-up.
I might try some more ways of increasing the details to the floors. But I'm pretty happy with the filesize, so don't want to add too much stuff.
And I'm currently looking for a place to put the LinkGun, any ideas?

ekay

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Re: VCTF-Redrooms
« Reply #40 on: July 08, 2009, 16:36:27 PM »
VCTF-RedRooms - Final

Did some final tweaks;
# Replaced the Flak with Link in the centre
# Made the central floor grates wide enough to fall through - added risk
# Swapped Scorps with Raptors
# Improved bot paths

Zofo

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Re: VCTF-Redrooms
« Reply #41 on: July 08, 2009, 19:42:21 PM »
Quote from: "ekay"
VCTF-RedRooms - Final

Did some final tweaks;
# Replaced the Flak with Link in the centre
# Made the central floor grates wide enough to fall through - added risk
# Swapped Scorps with Raptors
# Improved bot paths



Nice, will download later, cheers m8