Yea I noticed that some of the JPs did not have the trigger_push connected to the target_push. No big deal. :icon25:dichtfux wrote:What about a pk3-file of the current version so others can giev it a try more easily?
Don't know whether that's due to my hasty compilation of the map, but the JPs didn't work for me.
I like what you did with the floors in the bases ix-ir. Very nice! :icon14: I think we should stick with that.
I re-puzzled it a bit though.
OK, here is what I hope to be my final attempt at a rebuild of the alpha version of this map.
I made the middle room much bigger as was suggested and I also added some more pillars to fight around. They make a nice little duel area below the beidge in the RA area now.
I made all of the halls a minimum of 256 units wide and 256 units high so they are now plenty wide and tall enough and built for any style of gameplay a person may favor. Also none of the halls are more than 512 units long so there are for sure no more long halls to be a problem.
I refined where various halls connect to the pre-middle room to make a more balanced flow and to encourage the use of all possible paths.
All of the halls that were on a slope are on nowhere nearly as harsh of an angle. they feel nice now.
I simplified the entire map even further by removing even more curves as it has been pointed out that they are not needed in the alpha version.
I made sure there is plenty of vertical play, but balanced not turning it into a bouncy map as well.
Every area has a purpose and there are some good solid item placement and plenty of room for some more immaginative item placement as well. In fact I think it could use just that as it is a bit bare.
I cleaned up my construction to try to conform to a grid of 8 as much as possible, but in my haste to get back to this I left quite a few joints unmitered and some spots with poor faceups. I just really didn't want to mess with it and wait any longer.
I did mess up and texture nearly the entire map in the rock texture instead of having everything caulk and only textureing faces that will be seen. Not sure how (still getting used to what buttons I need to be careful not to accidentially smash in this new GTKRadiant 1.5) and I am not going to go back and retexture the entire thing again seeing that it is an alpha.
I made the pre-middle room and all of the rooms along the side halls much larger as has been suggested for plenty of skirmish area when players meet up in those areas.
There is still plenty of paths to take that will allow for good strategy and doubling back and taking corners to loose players that are hot on the tail of the FC so he has a good chance to get away, but there is also plenty of room for the FC to have to cover so the defenders have a chance to catch the FC and return the flag.
All in all I think that this is a excelent alpha to move on from.
I compiled it with -meta only again and I did create a .aas for it and the bots again seem to use it fairly well already for those of you that want to play it with bots. :icon25: and of course the .map is in there as well.
ctfptmalpha4
The .pk3 is inside the .zip. So download it try it and lets get on with it.