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Topic Starter Topic: CTF'ing q3tourney1

Veteran
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PostPosted: 02-14-2016 07:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


This would make for a great, but hectic, ctf map. But can somebody help me with the duplication/CTF'ing the textures please? If I end up giving up on this one, then I'll send it over to either sst13 or V1979.




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The hell good boy
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PostPosted: 02-19-2016 04:03 AM           Profile   Send private message  E-mail  Edit post Reply with quote


If you want to just convert it to CTF, good you can contact V1979 - he makes such conversions a lot so he might have such experiencec to share. sst13 might help you with retexturing using custom textures alongside with the original ones to make the converted level somewhat remastered vesion looking better than the 1999 original. Make remastered version of Quake 3 with high definition textures might be also great challenge to complete :up:



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Veteran
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PostPosted: 02-23-2016 10:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


He said there wouldn't be very much vertical variation though... I replied that he could put a path/hallway up near the generator-like structure in the level that you could see the other peeps coming through, & be able to frag them from down below, as well as up top, giving the map vertical variation.




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Insane Quaker
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PostPosted: 02-25-2016 12:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


It's always possible to turn a map into a CTF one. But in this case (q3tourney1) you have to add a lot of extra passages to provide good gameplay.

The idea of turning existing (well known) maps into CTF is to make a map with new gameplay, without the need to learn the layout by the players. Because everyone knows the original layout already.
So, yes it's possible. But maybe as an extendet version. (13power_xt) :D



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Veteran
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PostPosted: 02-25-2016 04:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


Sure. I want to see your output firsthand, sst13. Release it when you're done. I would love it at lvlworld.




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Insane Quaker
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PostPosted: 10-23-2016 07:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


*bump*

The layout is done: (blue part is just photoshopped)


The 2 extra connections are atm optional. It's a small map and I don't want to "overconnect" the bases. But I will add them if required...


Some shots:









To do list:
- proper lighting
- clipping
- mirror the base
- color coding

I'm also going to release a seperate deathmatch version. With "red" base only...



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clueless
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PostPosted: 10-24-2016 01:28 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looks good. I would also be worried about lack of vertical action in the map, but you'll make it work.



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Boink!
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PostPosted: 10-28-2016 11:21 PM           Profile Send private message  E-mail  Edit post Reply with quote


Interesting retro-style. I especially like the PG screenshot... looks really elegant.




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Veteran
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PostPosted: 10-29-2016 06:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


I knew somebody would wanna do this. Excellent work, sst13.




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The Afflicted
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PostPosted: 11-12-2016 03:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


sst13 wrote:



looks really nice, love that connection.
if it's a small map I'd add the two connections or it's going to be a carnage in the centre of the map.

but I always hated ftf :dts:




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Insane Quaker
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PostPosted: 11-25-2016 09:35 PM           Profile Send private message  E-mail  Edit post Reply with quote


This ist not yet the CTF version! Just the FFA version...

Some updated shots:






















Download Q3A FFA version Beta1 (2 MB)
PK3: map-13power_b1.pk3
ZIP: map-13power_b1.zip


Now I'm going to make the CTF version... :D

sst13



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\kill
\kill
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PostPosted: 11-28-2016 03:53 PM           Profile Send private message  E-mail  Edit post Reply with quote


I'm liking this FFA version..very nice work, sst13 :D




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The hell good boy
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PostPosted: 11-28-2016 11:17 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Yea, it looks impressive :)



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The Afflicted
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PostPosted: 12-02-2016 10:04 AM           Profile Send private message  E-mail  Edit post Reply with quote


Will the layout include paths that circumvent the middle?




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Insane Quaker
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PostPosted: 12-02-2016 02:51 PM           Profile Send private message  E-mail  Edit post Reply with quote


Ferrao10 wrote:
Will the layout include paths that circumvent the middle?


Actual layout of the CTF version:


There are 2 upper paths and the lower path in the center.



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The hell good boy
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PostPosted: 12-03-2016 04:07 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Very impressive :) Can't wait till release :)



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The Afflicted
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PostPosted: 12-07-2016 02:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


And this is the center?

but to be modified?

That could actually work quite well.

Yet I think you'd need stairs on either of these routes.
The map is flat, stil you can't just jump from lvl1 to 2, can you?
Image




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Insane Quaker
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PostPosted: 12-07-2016 05:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


:alert: Q3A CTF version Beta1 :alert:

Some new screenshots:




@Ferrao10: You can easily plasma-jump to the upper floor. Thats also the reason why I put the PG in the center ground... ;)

I'm not sure about the RA back in each base. Should I replace it with a YA? Or should I keep it because there is no MH in CTF.
How about more health? Maybe some 5er in the center?



Item Generator => http://sst13.de/itemset/


Download Q3A CTF version Beta1 (3.5 MB)
PK3: map-13power_ctf_b1.pk3
ZIP: map-13power_ctf_b1.zip

sst13...



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The hell good boy
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PostPosted: 12-08-2016 07:11 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Great :) Will jump on home just when I finish homeworks :) I'll post some thoughs on it, if any will be :) I just see, this map won't be applicable for Team Arena conversion (with the middle pillar blocking placement of neutral flag and neutral obelisk) Great you added items generator for it :)



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Last edited by CZghost on 12-08-2016 07:15 AM, edited 1 time in total.

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The hell good boy
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PostPosted: 12-08-2016 07:12 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Oh, can you post source code of your items generator? :) It's great thing to have on websites :) But if you feel it's something secret, I'll understand :)



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The hell good boy
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PostPosted: 12-08-2016 07:31 AM           Profile   Send private message  E-mail  Edit post Reply with quote


This is how it could look like in Team Arena. Notice the neutral flag inside the middle pillar. That's impossible, only to remove the pillar, which will break the map atmosphere :(




Attachments:
File comment: q3tourney1ctf TA conversion showcase
Q3T1CTF.JPG
Q3T1CTF.JPG [ 87.93 KB | Viewed 727 times ]

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Insane Quaker
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PostPosted: 12-08-2016 08:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


CZghost wrote:
Oh, can you post source code of your items generator?
All files you need => http://sst13.de/itemset/list
Just replace "floorplan.jpg" with your own *.jpg



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The hell good boy
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PostPosted: 12-08-2016 09:12 AM           Profile   Send private message  E-mail  Edit post Reply with quote


How did you do the Apache directory dump with your sites design? Anyway, thank you :)



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The hell good boy
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PostPosted: 12-09-2016 10:40 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Hello. So I tested your map briefly :) Layout seems good and item placement shows no flaws :) Bot play is amazing and they're tough to beat :) But flying as a spectator I noticed some areas be possible camping spots (high positioned areas). Those should be clipped to prevent players go there (area beyond power tubes, the archs, power pillars - seen in screenshots). If you release map in this particular state, players will use these high positions as camping spots and snip down other players with Railgun.




I will post further though as I get more time to test :) But it's great map, it doesn't look much like original, but it definitely reminds original :)



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The Afflicted
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PostPosted: 12-13-2016 12:44 PM           Profile Send private message  E-mail  Edit post Reply with quote


sst13 wrote:
@Ferrao10: You can easily plasma-jump to the upper floor. Thats also the reason why I put the PG in the center ground... ;)


Well, back in my active days, 3Wave, when we fragged the enemy flag runner we didn't want to rocket- or plasma- jump to get that damn flag back, cause it's silly and it hurts. We just chose the existing paths. And there was pretty much always a (short) path to retrieve the flag by team-players.

It probably doesn't matter to this bot-map, though.




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Insane Quaker
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PostPosted: 12-18-2016 09:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


Here comes Beta #2 for both maps...

Download Q3A FFA version Beta2: (2 MB)
PK3: map-13power_b2.pk3
ZIP: map-13power_b2.zip

Download Q3A CTF version Beta2: (3.5 MB)
PK3: map-13power_ctf_b2.pk3
ZIP: map-13power_ctf_b2.zip


New stuff:
- some minor details
- additional 5er health bubbles in CTF (center area + flagroom)
- RL is now in the "spikes hallway". I made this to draw some of the action from the busy intersection. Seems to work well in the FFA version, but I'm not sure if it slows down the gameplay in CTF? Tell me what you prefer. (RL @ intersection or hallway)


@CZghost: There is already a hurt trigger on the generator, so you won't stay a long time there.
@Ferrao10: When we play CTF, returning the flag is #1 priority - death or alive. :D Except the base is not clear.



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Insane Quaker
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PostPosted: 01-16-2017 01:57 PM           Profile Send private message  E-mail  Edit post Reply with quote


Q3A Final Version for both maps...

Download DM version: (2.1 MB)
PK3: map-13power.pk3
ZIP: map-13power.zip

Download CTF version: (3.6 MB)
PK3: map-13power_ctf.pk3
ZIP: map-13power_ctf.zip

Have fun!



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The hell good boy
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PostPosted: 01-16-2017 03:49 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Looking forward to lvlworld.com submission :) Probably will write a review for it :) Unless somebody gets faster :D I won't be home until start of next semester, I think. And I have not copy of Q3A on my laptop (and I can't as it doesn't work with newer version of OpenGL I have installed)...



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The Afflicted
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PostPosted: 01-27-2017 07:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


@sst13: Congrats, looks impressive and on top of that within such a short amount of time. Mapping beast.



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Veteran
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PostPosted: 02-25-2017 09:54 AM           Profile Send private message  E-mail  Edit post Reply with quote


It's done already... Man, I should come around here more often... Great work sst13! QL has this map too now BTW.




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The hell good boy
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PostPosted: 02-25-2017 10:06 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I've written a brief review about both maps (FFA and CTF) :) Should appear on lvl soon :)



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Veteran
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PostPosted: 02-25-2017 01:21 PM           Profile Send private message  E-mail  Edit post Reply with quote


I noticed that while I was on. It's a great way to make a tourney-centered map a good FFA/CTF map. There are a few things which I think would've helped the gameplay but overall, it seems like a good choice for a map.




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