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q3ctfp18 - 1v1 ctf RC

Posted: Mon Jan 10, 2011 7:06 am
by fKd
so im playing around with a 1v1/2v2 ctf map. i figure these days with less q3 players about, smaller ctf maps might come in handy for some gameplay variation. still very early. nothing is set in stone, just a gameplay test. if ya got the time, have a go and tell me what ya think..

cheers

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and here is the link to the pk3: http://www.mediafire.com/?999opp2h8yyz9s5

Re: q3ctfp18 - 1v1 ctf

Posted: Mon Jan 10, 2011 11:54 am
by Anthem
Well, for a 1v1 ctf map I would probably neglect any power up of any sort. Hell, even for a 2v2 ctf map I would consider that. The extra damage, speed, or health regeneration isn't really necessary because 1v1-2v2 usually adheres to the same rules as a tourney map: The players will fight over the mega health and red armor (or yellow armors), and the objective is to get stacked enough to steal the enemy flag. The problem with 2v2 ctf is that when the players leave their base, the other players rush the enemy base as well, so it is usually a stand off.

Re: q3ctfp18 - 1v1 ctf

Posted: Mon Jan 10, 2011 12:30 pm
by themuffinman
Finally, someone making a small CTF map! I'm a big fan of 2v2 CTF but I'm strapped for choices when it comes to maps for it (dueling keeps and maybe space CTF are the only realistic options for 2v2). So on that note, it's great you decided to break away from the norm of big CTF map.

As Anthem stated, you really should ditch power-ups here. I'd make the Quad either a mega + a bit more armor on the mid level or RA and add some health on the mid level. You could add 2 teleporters from the middle floor to the mega/ra since the damage from an RJ + high risk position might not make it worth getting. With that aside, the main problem with the quad platform as I see it is that it provides a very easy path from one flag to the other - it's possible to get a capture in less than 2.5 seconds with that hole in the wall <- just something to ponder on.

I'm not a fan of the teleporter idea - imo it seems too direct to the flag and far too easy to do a 'hit and run'. Try experiment with jump-pads. Remember that it's a small map so you've got to make it more of a challenge for attackers as it's a very small distance from one flag to the other. Also, the RL ramps would be easier to navigate if replaced by stairs - the ramps feel arkward.

Re: q3ctfp18 - 1v1 ctf

Posted: Mon Jan 10, 2011 12:40 pm
by fKd
been working on the lighting and items

reduced item count, switched quad with 50 and a gren launcher. removed lower 50s, moved shit all over the place.. hahaha

and as for lighting, made it a lot softer on the poor eyes.

as well as all that, a wee bit of texture work. using aeons template set right now.

ok here we go : http://www.mediafire.com/?999opp2h8yyz9s5

i dunno anthum, sometimes those stand offs are really fun, running for your life holding the flag, or teaming up etc etc. adds a level of tension.. but yeah gonna try make this one a fun wee map. brought it in early for the gameplay feed back, cheers for the help so far

sorry guys i kinda jumped the gun with that first map release... but you have helped already... my bad

Re: q3ctfp18 - 1v1 ctf

Posted: Tue Jan 11, 2011 4:22 am
by fKd
quack quack :D

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new upper section work

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new lower window

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new flag base

and the new file: http://www.mediafire.com/?6jhfjv5wmh1mx7k

cheers etc :D

Re: q3ctfp18 - 1v1 ctf

Posted: Wed Jan 12, 2011 7:31 pm
by praetorian
I just took walk thought it … and it seems reeeaaally nice :)
I’ll try to play it with my friend within next few days and give some feedback on the gameplay.

For now, few things came to mind… and I’d like you to consider them:
1. moving railguns a little further back, of the road, might work better;
2. ‘stretching’ that new lower window one level up… so the players picking railguns can see each other;
3. and… from a personal “I don’t like that turning-around teleporting feeling too much” attitude comes a suggestion of replacing them with jumppads.

Other than that … I can’t wait to see where will you go with this map… :)

Re: q3ctfp18 - 1v1 ctf

Posted: Wed Jan 12, 2011 10:44 pm
by fKd
hmmm good points. ill put em into action when i get home from work. cheers

Re: q3ctfp18 - 1v1 ctf

Posted: Thu Jan 13, 2011 5:40 am
by EmeraldTiger
I like the idea of creating a smaller CTF map, considering that most CTF maps these days were designed to accomodate 3-5 players per team. I think you did a good job of accomplishing it so far, and I do like the Focal Point-ish theme. (unless that is alpha texturing, not really sure) Layout seems good.

I didn`t play around with the bots yet, but here are some friendly suggestions:

- I noticed that although gameplay-wise the layout is symmetrical, in the red base you have a more open ceiling with blinking light fixtures on the walls, which are absent in the blue base. I suggest making them both the same, using red`s ceiling layout. After all, the layout on the floor is otherwise symmetrical (or at least it seems like it) and therefore behaves like a symmetrical map, so it makes sense that architecturally the bases should be identical as well.

- Clip the blinking light fixtures - players will discover this sooner or later and take advantage of it by camping.

- I like the idea of having the flags within only a few feet of each other,being seperated by bars to give it that "so near, yet so far" feeling. Using bars does raise concerns, though. Although the map is made for 2v2 CTF, in reality there will be games where people prefer to gather 6 or 8 people together for a match, especially for Quake Live. Assuming something like that does happen, I can only imagine that some of the people defending will be tossing grenades, rockets, and slugs at each other through those bars. It could create major problems for defense, and it would make it too easy to earn "Holy *Bleep*s". For the sake of gameplay, I`d highly suggest replacing the bars with a glass window or a simple wall.

- The secondary rooms have rather empty-looking ceilings compared to the flag rooms. Perhaps consider adding some supports up there to make it look less plain. There`s also a bunch of red and blue lights dotted vertically across the walls - put some light fixtures there so that it looks like they`re coming from an actual light source, and not just "from nothing".

- I have to agree with what others said about the teleporters. I would advise replacing the teleporters with angled jump pads sending you to the second floor, then adding two sets of additional jump pads on the second floor to send you to the catwalk where the flag resides.

Overall, it looks pretty cool. Good luck on your map.

Re: q3ctfp18 - 1v1 ctf

Posted: Thu Jan 13, 2011 6:43 am
by fKd
yeah none of the textures or anything is done. just template textures and the bases will be identical in clipping terms, but im gonna try make em each have their own style. no idea which way im going in theme yet... had a few ideas... (set in a asian or middle eastern skyrise, nature, sci fi. no solid decisions yet.)

as for the bars... glass might work... but in 2 player its a cool gameplay aspect. hmmm this will take some thinking......

thanks, food for thought!

Re: q3ctfp18 - 1v1 ctf

Posted: Thu Jan 13, 2011 8:07 am
by mrd
fKd wrote:asian or middle eastern skyrise
:up: Do it!

Re: q3ctfp18 - 1v1 ctf

Posted: Thu Jan 13, 2011 4:00 pm
by praetorian
For some reason, when I ran through your map, its forms and obtuse angles reminded me of concrete-poured shapes… and textures used by sst13 in his little map “Simple Death” … it seemed natural in some way …maybe you could consider doing something like that… with a little glass and steel bars … I think it would work just fine. :smirk:

Re: q3ctfp18 - 1v1 ctf

Posted: Thu Jan 13, 2011 11:43 pm
by fKd
i agree... but i feel like i need to do a unique theme, something which pops. the old concrete, steel and glass has been a theme ive used a fair bit and i wanna try something a bit more ambitious.

Re: q3ctfp18 - 1v1 ctf

Posted: Fri Jan 14, 2011 4:29 am
by fKd
layout update da daaaaaa : hahahahahaha?

Re: q3ctfp18 - 1v1 ctf

Posted: Fri Jan 14, 2011 5:39 am
by EmeraldTiger
Actually, now that I think about it, maybe it`s not such a bad idea to keep the bars. I`m sure people will eventually get tired of tossing grenades at each other through the window, and it does kind of make gameplay more interesting.

When I opened your map though, I got tons of missing textures. The stairs, some trims around the pool, the jump pads, and a face on the upper section have missing textures. I`m too lazy and tired right now to post screenshots, so I`ll just let you know about that.

Also, I don`t know what the purpose of the pool is. It looks like that there should be an item or something that spawns there, but there isn`t. Maybe a YA or 50+ health?

The jump pads` trigger brushes extend to far down the pads, and unless you steer yourself or accelerate yourself mid-air a bit to land on the flag platform, you`ll bump into the wall and fall back down, assuming you walk to it and not jump onto it.

Looks even better than it did before though. Keep up the good work, man. :up:

Re: q3ctfp18 - 1v1 ctf

Posted: Fri Jan 14, 2011 5:43 am
by fKd
hahahha oops! updating pk3 :D

Re: q3ctfp18 - 1v1 ctf

Posted: Fri Jan 14, 2011 6:02 am
by fKd
remember kids, always test ya map in a clean install before uploading :D

fixed:
http://www.mediafire.com/?glbald77fwxkhb0

Re: q3ctfp18 - 1v1 ctf

Posted: Fri Jan 14, 2011 1:52 pm
by monaster
He's back!

Re: q3ctfp18 - 1v1 ctf

Posted: Sun Jan 16, 2011 11:34 pm
by fKd
...?

Re: q3ctfp18 - 1v1 ctf

Posted: Sun Jan 16, 2011 11:42 pm
by monaster
"He's back" as in "fKd is back with a new project" and that's a good thing! Should have clarified that, sorry! :D

Re: q3ctfp18 - 1v1 ctf

Posted: Wed Jan 19, 2011 5:20 am
by fKd
ok here is the new update. feedback would be really helpful: http://www.mediafire.com/?tu77e7oits4b0di

and a few screens of the update
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cheers and thank you :D

Re: q3ctfp18 - 1v1 ctf

Posted: Wed Jan 19, 2011 9:23 am
by Noruen
That's brutal :D I like it, and only thing what should be improoved is that jumppad leading to flag. Sometimes I'm accelerated into ceiling (lower).

Re: q3ctfp18 - 1v1 ctf

Posted: Wed Jan 19, 2011 12:01 pm
by themuffinman
Very good. A major improvement since the last time I tried it.

The only suggestion I have is swapping RL and RG around - the RG placement + that bar thing promotes rail abuse imo. Other than that, I think you're on to something brilliant here! Do us a favor and get it into QL when you're done with it - we need small CTF maps badly!

BTW nice Q2 grate textures near the flags - is this a hint that you're considering a Q2 base theme? It could work well on this map if done right. I could give you Q2 flag textures of my own if you're interested.

Re: q3ctfp18 - 1v1 ctf

Posted: Fri Jan 21, 2011 4:11 am
by fKd
bit of new work, update soonish

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Re: q3ctfp18 - 1v1 ctf

Posted: Fri Jan 21, 2011 4:22 am
by EmeraldTiger
Dang, that looks awesome! It`s amazing how much your map has evolved since you first posted it. And I agree with MuffinMan - we`re in need of more small CTF maps. I`ll tell you how to contact them through PM.

Keep up the good work man! :up:

Re: q3ctfp18 - 1v1 ctf

Posted: Fri Jan 21, 2011 7:39 am
by cityy
Looks great fkd! I do not like small ctf too much but that's just me.