CTF-1on1 Mappack

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

CTF-1on1 Mappack

Post by a13n »

Hi, there.

Currently I'm planing to organize a q3 mappack.
The maps are only made of CTF-1on1.
So it will be named q3wtfduelctf mappack.
Nowadays q3 players are fewer, so I decided to adapt to the situation.

I've created 3 maps so far and will make a few more.
On the other hand I want to add some maps by other mappers as a spice.
If you're intrigued, please reply to this thread.
You can submit more than one map.
Bot file must be included.
Deadline is May 1 2007.

Dedicated screenshots thread (locked)

Current Mapper List
a13n (5+) ctf-1on1-bank, ctf-1on1-gr8, ctf-1on1-just, ctf-1on1-orbb, ctf-1on1-matrix
dichtfux(timed out)
Pext (1+)
pjw (1+)
squirell man(2+)

LEFT2GO(4)
Last edited by a13n on Thu Apr 19, 2007 9:12 am, edited 12 times in total.
Pext
Posts: 4257
Joined: Thu Aug 28, 2003 7:00 am

Post by Pext »

sounds awesome. i'll start working a bit on this thing once i finish my exams.
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Hmmn.

I thought I was done with Q3 mapping, but I find myself tempted...I may have to give this a try.

Cool idea. :)
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

Never played 1vs1 CTF tbh.

Could someone name a few good maps so I can give it a try?

I'll browse lvl a bit in the meantime, maybe I'll come across one...
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: CTF-1on1 Mappack [.plan]

Post by obsidian »

a13n wrote:Ideally the number of map should reach 20.
Sounds interesting, but that's a lot of maps for a map pack. Surely these will be small maps but unless you limit custom assets (like textures, etc) the final download size might still end up pretty high.

So either limit texture usage or less maps, maybe?.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

@ditchtfux
Here is one of my maps.
http://files.filefront.com/ctf_1on1_jus ... einfo.html

@obsidian
Thank you for your suggestion.
I never thought of the size.

O.K.
Let's just say total map count is limited to 13.
And each pk3 should be no more than 5 MB in size.
Last edited by a13n on Sat Mar 24, 2007 12:54 pm, edited 1 time in total.
spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Post by spookmineer »

I've been playing a lot of 1-1 CTF on default and custom maps, meant for 5 vs 5 gameplay (game: Elite Force, Q3 engined).

EF also faces a decreasing community. Someone has been porting some Q3 maps to this game (don't worry, all with consent of the original mappers).
However this only works when custom textures are used (intellectual property issue).
It would be very nice if some maps are done with custom textures, you could make 1 map for 2 games :)
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

@spookmineer
That's a good idea.
But main focus of this mappack is CTF-1on1 & q3.

My next mappack project would be a multi-gamepack mappack which would support 3 versions, q3wolf, raven(ef, jk2 & sof2) and all.
It would be held once this mappack has been released.
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

Am I mistaken or are the layouts of 2 of the 3 maps in the (closed) screenshot thread really a circle and an '8'?

No offense but isn't that complete nonsense? Seems to much as if gameplay was like throwing a 50/50-dice on whether you'll meet your enemy or not.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Well...that's kind of a tough one. Basically, the choices are:

1. One way from flag to flag. This ensures that there will always be a shootout in the middle, and leaves no room whatsoever for any sort of sneakiness or avoidance or whatever.

2. Two or more ways from flag to flag. This ensures that there's a possibility of never encountering your opponent during a capture.

In a way, both options suck. :)

I think the elegent way to approach the problem is to have levels that are small enough so there are views of the alternate routes from one another. This allows the players to at least be able to see one another (and, at that point, quickly decide if it would be wiser to try for your own capture, or head your opponent off instead).
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

Yeah, seeing each other may be an improvement, that's one thing I had expected.

But when I heard of 1vs1-CTF I imagined somehting like two paths next to each other with (intersecting) variable height levels or something ilke that...
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

Just gave your map a try q13n, and though it looks good I must admit that I got bored after playing it for <5 minutes againts (strafe-jumping) CPM bots.

Imo it's useless to play the map against bots in vq3 because they don't strafe and don't stand a chance therefore. In CPM they cross the map in very few seconds (as the human player does) and gameplay gets rather confusing.

Didn't find something interesting at lvl, and I'm having a hard time thinking of a good layout for a 1vs1-CTF map...

This is definetely a challenge, please sign me up for 1 map.

How much time do we have?
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Post by spookmineer »

There is no reason to make a 1-1 CTF map this small and/or simple. Even with default 5-5 maps, action is fast and you have to outsmart your opponent.
Simple maps like this don't have interesting gameplay.

Maybe 5-5 CTF maps aren't so bad to play 1-1 :/

1-1 should be somewhat smaller then most 5-5 maps, but with the same "complexity" in order to keep gameplay interesting. Are there possibilities to perform so called trickjumps, is it possible to outsmart an opponent? A player should not be able to see the opponent all the time, or pretty much know where they are because of map layout simplicity. It will just turn out to be a duel map: the best fragger wins, and this is not necessarily true for good CTF maps.
Some architecture that "blocks" the view makes it more interesting as well.
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

@dichtfx
as if gameplay was like throwing a 50/50-dice on whether you'll meet your enemy or not.
Right.
But there seems to be a few things that the screenshots do not show you.
1. There is an important item(mega health) at mid point, so poeple are more likely to meet there.
2. These maps are so small that players can run through the whole level within 10 secs at most.
But when I heard of 1vs1-CTF I imagined somehting like two paths next to each other with (intersecting) variable height levels or something ilke that...
That's the one you should make. :)
Think of my maps as intro or intermission.
Everyone can also make that kind of map, though.
In that case this mappack may be called WTF-1on1-CTF Mappack.(courtesy of berneyboy)
Current deadline is May 1.

@pjw
As I mentioned above, my maps are pretty small.

@spookmineer
You have good theory.
You should make one. :)

@everyone
What do you think about the bsp name?
Are you all O.K. with "ctf-1on1-blah"?
Or do you prefer "ctf-1on1-NN" as such?
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

ctf-1on1-NN -- it means you won't have to look up the map name in the menu or the PK3.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Interesting. :) I've played quite a lot of 1v1 CTF games on q3ctf1, which I think is a good example of a map suitable for 1v1 (even 2v2 or 3v3). It would probably be best anyway to aim at making maps that are suitable for 2-6 players instead of just 2.

Suggestion for another mapname prefix: ctfduelNN (easier typing without the hyphens :) ).

I hope you don't get any spacemap entries for your your mappack, or it has to be something very original/playable...
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

Thank you, ^misantropia^ and Oeloe for your contributions.
Current nomination in mind would be (q3w)ctfduelNN.

@mappers
Please name your bsp and arena file as you want.
I'll rename each file when packing.
squirell man
Posts: 61
Joined: Sat Jan 13, 2007 10:10 pm

Post by squirell man »

hay I made 2 different small ctf maps for you, but my LAN is STILL down and I'll post them ASAP.

and NO they are not "figure 8s"!
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

O.K.
squirell man qued.

@mappers
What do you think about spawn points?
Red player should spawn just next to blue flag instead of red flag?
squirell man
Posts: 61
Joined: Sat Jan 13, 2007 10:10 pm

Post by squirell man »

intresting... i thought of that... but then decided not too. It would be like a "kill the other player, then return your flag and score situation." it would be good on some maps.
squirell man
Posts: 61
Joined: Sat Jan 13, 2007 10:10 pm

Post by squirell man »

i wrote the files to a CD, tell me what you think

map names:
thmap1 - Citadel of Fire and Ice
thmap2 - Dueling Courtyards

bot files (.aas): yes
levelshots: yes (but I suck at taking them, so you CAN redo it)
.arena files: yes
.map files: yes

here we go!

Download thmappack-ctf1v1.pk3

yes, maybe I may make another.
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Just to let you know...I haven't forgotten about this. I decided to rework one of my old "quickie" maps and dupe/mirror it into a little CTF map. I started on it this evening, and it will likely be done soon (within a week, anyway). :)

Who knows, I might even do another one...
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

@squirell man
Your maps are currenlty disqualified due to the excessive overdraw.
Please check the visibility.

@pjw
I'm glad to know you're still alive on this.

@mappers
Quickies are O.K. as long as...

1. There are no technical erros.
2. Playable
3. Appealing at some point
+JuggerNaut+
Posts: 22175
Joined: Sun Oct 14, 2001 7:00 am

Post by +JuggerNaut+ »

a13n wrote: @mappers
Quickies are O.K. as long as...

1. There are no technical erros.
2. Playable
3. Appealing at some point
ya think? :icon27:
squirell man
Posts: 61
Joined: Sat Jan 13, 2007 10:10 pm

Post by squirell man »

a13n wrote:@squirell man
Your maps are currenlty disqualified due to the excessive overdraw.
Please check the visibility.

@pjw
I'm glad to know you're still alive on this.

@mappers
Quickies are O.K. as long as...

1. There are no technical erros.
2. Playable
3. Appealing at some point
overdraw? like no caulk? yeah on the dueling courtyards I ran out of time cuz I had to go on vacation, there was a comp. but no q3radiant, *sob*
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