CTF Maps...Mirrored or Rotated?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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phantazm11
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CTF Maps...Mirrored or Rotated?

Post by phantazm11 »

What do you think the most popular type of CTF map is? Perfectly mirrored or rotated 180 degrees.

It seems to me that rotated maps are much easier to navigate.
Silicone_Milk
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Re: CTF Maps...Mirrored or Rotated?

Post by Silicone_Milk »

ive always been a fan of 180 rotation because the layout of the base is the same regardless of what team you start on.
jal_
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Re: CTF Maps...Mirrored or Rotated?

Post by jal_ »

In general, I think rotation works better. But it's always good to give both options a quick try, just in case.
AEon
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Re: CTF Maps...Mirrored or Rotated?

Post by AEon »

From a mapping point of view, IMO, mirroring a map is boring - "point symmetry" by rotation is far more interesting.

As a side note, you are aware of the nifty tool MiriX-v2? This greatly helps when mirroring/rotating maps, e.g. you can define the "blue" textures that should be replaced with "red" ones. Plus this fixes some issues with manually rotating maps with entities.
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Hipshot
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Re: CTF Maps...Mirrored or Rotated?

Post by Hipshot »

I think a mirrored level could prove very interesting and fun to work with, probably fun to play too...
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
phantazm11
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Re: CTF Maps...Mirrored or Rotated?

Post by phantazm11 »

Thanks for the reply guys. Yeah, I think I'm going to go with rotation.

@AEon: Yeah, I ran across Mirix when searching for a tool to rotate Q4 maps a few years ago. Downloaded it a few days ago and I have to say that it is one useful program.
rgoer
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Re: CTF Maps...Mirrored or Rotated?

Post by rgoer »

I dare you to try mirroring some paths and rotating others
wattro
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Re: CTF Maps...Mirrored or Rotated?

Post by wattro »

i double dare you to mirror it vertically... a la castlevania
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monaster
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Re: CTF Maps...Mirrored or Rotated?

Post by monaster »

wattro wrote:i double dare you to mirror it vertically... a la castlevania
Why not? I liked these levels to a certain extent, would be awsome/awkward to see a Q3A map like this :D
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
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spookmineer
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Re: CTF Maps...Mirrored or Rotated?

Post by spookmineer »

For mapping efficiency, map 25% then rotate and mirror it.
Note: it may not be the best map ever.
phantazm11
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Re: CTF Maps...Mirrored or Rotated?

Post by phantazm11 »

Forget I asked ;) :p
wattro
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Re: CTF Maps...Mirrored or Rotated?

Post by wattro »

forget what?
Pat Howard
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Re: CTF Maps...Mirrored or Rotated?

Post by Pat Howard »

*Bump* Was just thinking about this thread. Felt like adding something I ran into recently.

If your map is rotated, you can only place power items exactly in the center, right? Otherwise you'd break symmetry. If your map is mirrored, however, you can place an item anywhere along the axis of symmetry while still maintaining balance.

...or correct me if I'm wrong?
-pat
spookmineer
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Re: CTF Maps...Mirrored or Rotated?

Post by spookmineer »

Doesn't sound right.

Just as the map itself, you can rotate/mirror items (they will only point to the location where the items need to be - rotating/mirroring items will cause problems, you need to put them in the map unrotated/unmirrored).
deqer
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Re: CTF Maps...Mirrored or Rotated?

Post by deqer »

I've always thought it's cool that the opposite side was different(reversed) than the side you came from. It feels more of an adventure, more of a challenge. Therefore, I vote mirrored. I still like rotational too, though.
InsaneKid
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Re: CTF Maps...Mirrored or Rotated?

Post by InsaneKid »

lately i remade this lil CTF! ;)
>>>
Image
Reward urself: Do GOOD!
Pat Howard
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Re: CTF Maps...Mirrored or Rotated?

Post by Pat Howard »

spookmineer wrote: Just as the map itself, you can rotate/mirror items (they will only point to the location where the items need to be - rotating/mirroring items will cause problems, you need to put them in the map unrotated/unmirrored).
Right, but that isn't really what I was talking about. I'm not talking about entity manipulation editor problems, I'm just talking basic CTF theory here.

If your map is rotated then placing a power item anywhere along the axis of symmetry but the exact center means that item will be in a different place coming out of one base than the other. A quick diagram would probably help display this, but I might just go take a nap instead :D.

--

@Insane, Looks cool! Although I am having a little trouble seeing what's going on there from the editor shot only.
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Foo
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Re: CTF Maps...Mirrored or Rotated?

Post by Foo »

CTF would be so much more interesting if non-symmetrical bases and a half-time switch were employed.
Johnny Law
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Re: CTF Maps...Mirrored or Rotated?

Post by Johnny Law »

Pat Howard wrote: If your map is rotated then placing a power item anywhere along the axis of symmetry but the exact center means that item will be in a different place coming out of one base than the other.
True, if there is only 1 such item in the map. I think that may be what's causing the confusion. If you want to have only 1 powerup of a given type, then yep, in a rotationally symmetric map you almost certainly need to put it in the center.

If you're OK with having 2 of the item then of course you can put it anywhere on one side of the map, and duplicate it in the corresponding spot on the other side.
Last edited by Johnny Law on Sat Feb 27, 2010 1:34 pm, edited 1 time in total.
v1l3
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Re: CTF Maps...Mirrored or Rotated?

Post by v1l3 »

Foo wrote:CTF would be so much more interesting if non-symmetrical bases and a half-time switch were employed.
pjw3dm6

The ctf layout in that map is great..especially considering the map is set up for every gametype.
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Theftbot
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Re: CTF Maps...Mirrored or Rotated?

Post by Theftbot »

Why not mirrored and rotated, could even rotate/mirror on other axis too.
pjw
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Re: CTF Maps...Mirrored or Rotated?

Post by pjw »

v1l3 wrote:
Foo wrote:CTF would be so much more interesting if non-symmetrical bases and a half-time switch were employed.
pjw3dm6

The ctf layout in that map is great..especially considering the map is set up for every gametype.
Why thank you. *tips hat*

I always thought rotating 90 degrees would be interesting, but never got around to trying it.

I also thought about setting up the bases in such a way that all connections are via teleports (e.g. at the ends of hallways or shafts, etc.), and have them set up so that the bases connect to each other on all sides.

In other words, if you go north out of the red base, you'll enter the blue base on the south...if you go south out of the red base you'll enter the blue base on the north. Same for the blue base, and in all four directions.

I never got around to building that either... :)
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monaster
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Re: CTF Maps...Mirrored or Rotated?

Post by monaster »

pjw wrote: I also thought about setting up the bases in such a way that all connections are via teleports (e.g. at the ends of hallways or shafts, etc.), and have them set up so that the bases connect to each other on all sides.

In other words, if you go north out of the red base, you'll enter the blue base on the south...if you go south out of the red base you'll enter the blue base on the north. Same for the blue base, and in all four directions.

I never got around to building that either... :)
Working on that since a few months. :D

But that discussion gave me an idea: What about rotating your map 90° FOUR TIMES making a CTF map that has FOUR bases meaning that there are two red and two blue bases/flags with one single room in the middle of the map where you can start your run to each of these bases? Would certainly change the way CTF was played until now since it won't be effective to camp-guard your own base at all - everyone else might be running for base #2. That thing (if it actually IS possible to build something like that with working flag spawn points and triggers) would draw more attention to the inner part of the map and not just on the bases, flag carriers could have more chances to survive since it would take a very high to impossible number of players to completely guard two bases, and finally if the map isn't too big there'll be a lot of action.
Just a stupid idea coming out of a weird brain of mine. Would be interesting if someone brings that idea to life. I afraid of starting with another map.
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obsidian
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Re: CTF Maps...Mirrored or Rotated?

Post by obsidian »

You mean like this?
http://planetquake.gamespy.com/View.php ... ail&id=760
[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]
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