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Re: [Alpha] CTF Layout - Thougts

Posted: Thu Sep 24, 2009 7:30 pm
by sumatra
Oh well Hipshot, thats no problem. :cool:
I think we're all amazed about the possibility to have a proper team to test ctf layouts.
Did't expect such a good option for improving the layout..

sum

Re: [Alpha] CTF Layout - Thougts

Posted: Thu Sep 24, 2009 10:46 pm
by v1l3
walkingjukebox wrote:I will be running the map tonight on my server (most likly around midnight).... anyone & everyone is welcome to come if intrested.
Are you running it as a vQ3 server(out of your baseq3 folder), or as a CPMA server. What's the server's name going to be?

Re: [Alpha] CTF Layout - Thougts

Posted: Thu Sep 24, 2009 11:10 pm
by spookmineer
Server: 66***RENEGADE*** if his sig is correct.

Can't find a link to walkingjukebox's clan site :miffed:

Re: [Alpha] CTF Layout - Thougts

Posted: Thu Sep 24, 2009 11:30 pm
by walkingjukebox
Sorry I had my clan website on my profile but here it is
http://renegade.noghost.net :D

***RENEGADE***
216.224.117.115:27960

Re: [Alpha] CTF Layout - Thougts

Posted: Fri Sep 25, 2009 9:18 pm
by sumatra
Ok. here we have the latest alpha. Basically I reworked the lower route. Now it's way more attractive for attackers to move low. I also raised the ceilings a tad more. I also made the RG/MH area a little bit more interesting for fights.

With changing the lower route, I had also to adapt the bases. It feels better now, the map runs smoother/faster.

The only concern I have at the moment is the complexity.
So I would like to hear what you think about connectivity and prediction of the EFC.

I will also playtest this version with walkingjukebox soon...
But the games on cpmpickup already demonstrated some of the issues I have fixed now in the 20th alpha.

Here some shots that illustrate the changes:

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Alpha 020

(Please delete all earlier version, new shaderfile inside)

It's still a rough and long road to success...

cheers sum

Re: [Alpha] CTF Layout - Thougts

Posted: Mon Sep 28, 2009 9:59 pm
by InsaneKid
the map would be cool for Nexuiz or Warsow! :)

Re: [Alpha] CTF Layout - Thougts

Posted: Fri Oct 02, 2009 1:20 pm
by walkingjukebox
:smirk: HI Surma!
Its been a bit since we have last talked, kinda hard because of our location/time differences.
Anywho, we like what you have done to the map since the last update, it is improving.
we have played some games on the current beta, but it is still lacking that "WOW, Lets play it again!" feeling, but its getting there. Here are some suggestions for you to consider.

Curve these ledges leading to the flag
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Maybe some health or armor shards ammo... something
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cut out some of the wall to leave a ledge
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Most importantly the wall should be taken out, we feel very strong about this, takes away from the main action in the mid of the map. And a ledge/bump somewhere above the lower entrance
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Oh yea and maybe some curved edges, map feels really boxy

Hope you are still working on this project look forward to improvments and the next beta.

Re: [Alpha] CTF Layout - Thougts

Posted: Tue Nov 16, 2010 2:49 pm
by sumatra
As here lurk some really clever minds, maybe you can give some feedback, I didn't change that much since last time I posted though.

Crosspost from ESR, I thought I should let you know...
Have this alpha on my HDD for quite a long time now.
I'm wondering what you think of the layout.
The items aren't set wisely yet, but I just wanted to get some feedback on the general potential of this layout.

You can see some screenies here:

And here is the DL location:
http://pukkadesign.com/maps/p3ctf2_a025.zip

Feedback highly appreciated.
Thanks in advance.

-sum
The map can be tested in Quake Live ONLY atm!


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Re: [Alpha] CTF Layout - Thougts

Posted: Tue Nov 16, 2010 5:09 pm
by dichtfux
Hm, QL only - but for a sumatra map I tried of course. :)

How do you play a QL custom map? I tried to put the pk3 into %appdata%\id Software\quakelive\home\baseq3 as explained on some website I found after googling for quite a while but it doesn't show up when I select 'practice game' and 'ctf' + 'filter: any arena'. (The path seems to be different for every OS on the planet despite the variable in it but I chose the one for Windows XP, which is what I'm running on this box.)

What else do I need to do?!

EDIT: Nvm, the path is %appdata%\id Software\quakelive\baseq3 it seems. (But QL is off for maintenance now.)

Re: [Alpha] CTF Layout - Thougts

Posted: Tue Nov 16, 2010 5:19 pm
by cityy
Make the pk3 readonly - put it in quakelive\baseq3 - load it from console with \map mapname.

Re: [Alpha] CTF Layout - Thougts

Posted: Tue Nov 23, 2010 9:18 pm
by sumatra
I hope I don't bother you keeping you up-to-date.

QL and Q3 Version:
I have made some changes to the layout.
It feels faster and better now. Hope you enjoy!!


Forgot this last time, I think your figured it out...

Put it in your user folder:
C:\Users\???\AppData\LocalLow\id Software\quakelive\baseq3
and make it readonly.
Then write into the console: /map pukka3ctf2a30

Download QL-Version:
http://pukkadesign.com/maps/pukka3ctf2a30.zip

Download Q3-Version:
http://pukkadesign.com/maps/pukka3ctf2a30-Q3.zip

Screenshots:
http://img140.imageshack.us/g/shot0011sl.jpg/

Re: [Alpha] CTF Layout - Thougts

Posted: Wed Nov 24, 2010 8:10 am
by ShadoW_86
Layout looks really cool. Didn't play botmatch yet, bit few notes from me:
-bases are huge :). Hard to tell if it's good or bad atm, but they are really big, in comparison to small/crapmed middle,
-Mh is a little to close to Regen if you ask me,
-tho I really like classic 'maze' type ctf layouts, I'm not sure you didn't overkill it a little ;). Whole map is about small and tide corridors (look at middle), it can be pretty hard to find/follow/catch enemy FC in such labirynth, and that can lead to big 'randomisation' of the gameplay. Look at q3ctf3 or Sock's La Bastille. Those are examples of nice 'maze' type maps.

Still, map looks very promising, I bet it will be another quality level from you :).

Re: [Alpha] CTF Layout - Thougts

Posted: Wed Nov 24, 2010 1:22 pm
by monaster
sumatra wrote:I hope I don't bother you keeping you up-to-date.
Not at all. ;)
Just downloaded the newest version, gonna test it anytime today. One idea about the aforementioned "huge bases": why not decorate/obstruct long LOS areas in each base with so-to-say "curtains", that means flags hanging down from the ceiling all the way to the floor and thus adding some textile maze there? They are of course not weapon-clipped but given the right amount of these curtains, a random shot through them holds the same chance for directly hitting a player as a blindfolded shot anywhere else does.