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Alpha map: VCTF-CTC-Shipyard

Posted: Mon Oct 27, 2008 8:59 pm
by CTC-JimRimya
I've been working a bit on this map. It's still in the very early stages, and I feel that it needs some input before I continue (or is it even worth continuing at all?). I would appreciate your input, but it is not on the server as it's far from complete. You can download the map here:
http://www.ctclan.us/maps/VCTF-CTC-Shipyard_alpha.zip

Here are some screen shots:
Image

Image

Re: Alpha map: VCTF-CTC-Shipyard

Posted: Mon Oct 27, 2008 11:06 pm
by Mr Bean
I like the refreshing look of this map. Are both the flags on a boat on either side of the dock? If that's the case, they seem kind of close together (especially for manta runs). Hard to say without actually playing it. I like the tops of the cranes for foot runs. I don't think I've seen those boat statics before. Where'd you conjure those up? Are the boats close enough to the dock so you can dodge-jump down without the ramp? I think that would be a good thing. More than just than just one access point to the boat (that ramp) would be better to avoid bottle necking. Maybe there is and I just don't see it. Personally, I like the map and would suggest to keep going with it. Thanks for sharing the pics.

*Edit*
Ok, I should have played the map first :P Dodge-jumps are possible from the boat to the dock. Ramps are on opposite ends, so the distance is actually pretty good. Mantas would cut the distance by a lot, so ADVRIL's are a necessity. You said it's an early version, so I'm sure you already know about the collision issues. Swimming under the dock from boat to boat is possible, but a long shot. Maybe a half-way spot breather would be good. I still think an extra access or two onto the boat would be better. I didn't see any jump-pads or elevators, so I guess they're yet to be put in. Nice work Jim.

Re: Alpha map: VCTF-CTC-Shipyard

Posted: Mon Oct 27, 2008 11:43 pm
by WarDad71
Dude! just downloaded and can't wait to try it out.

Re: Alpha map: VCTF-CTC-Shipyard

Posted: Mon Oct 27, 2008 11:54 pm
by CTC-JimRimya
Mr. Bean, can you elaborate on the collision issues? The boat mesh has kind of weird collision, with a few little areas that have to be fixed, but what else did you encounter?

Re: Alpha map: VCTF-CTC-Shipyard

Posted: Tue Oct 28, 2008 12:39 am
by Mr Bean
CTC-JimRimya wrote:Mr. Bean, can you elaborate on the collision issues? The boat mesh has kind of weird collision, with a few little areas that have to be fixed, but what else did you encounter?
Yeah, mostly on the boat. Here's a few I noticed.

- The wall/rail thing on the side of the boat blocks too far in.
- Those blocks off to the side of the Raptor spawn can be stepped through.
- The submarine can be flown through.

The transition fron the ramp to the boat is not fluid and requires a jump at the end. I'm not sure if that's a colission issue or not. If I come across anything else I'll let you know. I recently had to deal with some bad collision this week and rebuilt it with 4 different blocking volumes. Some of those funky statics are a real drag.

BTW Jim, is there an easier way than turning off the collision and using blocking volumes? I tried using the vertex editor on the collision, with no success :?

Re: Alpha map: VCTF-CTC-Shipyard

Posted: Tue Oct 28, 2008 2:29 am
by mudpuppet
This map is "fun_ass_map"
yeah , is jump pads to crane sniping , possible .
couple more sailors would be sweet

Re: Alpha map: VCTF-CTC-Shipyard

Posted: Tue Oct 28, 2008 3:12 am
by SMR
looking good.

Re: Alpha map: VCTF-CTC-Shipyard

Posted: Tue Oct 28, 2008 3:22 am
by CTC-JimRimya
mudpuppet wrote:couple more sailors would be sweet
LOL!
Thanks and good ideas all... I'll take a second look ;)

Re: Alpha map: VCTF-CTC-Shipyard

Posted: Tue Oct 28, 2008 6:43 am
by Mr Bean
Any chance of this one getting some cubemaps made for the water? :D

Re: Alpha map: VCTF-CTC-Shipyard

Posted: Tue Oct 28, 2008 7:59 am
by badasp
Cool map! I like the fact that there are many ways to approach the flags. Multiple approaches definitely makes a map more offensive friendly. And I believe many in the community prefer 5-4 games over 2-1 games.

Some suggestions to consider:

1. More realistic water. The water looks ok but is a bit phony. Consider maps such as "The Fragile" and "Beyond the Strom" for more realistic-looking water.
2. Working ship turrets. Turrets that move around and shoot would be really cool and would add a unique element to the map.
3. Jump pads/ladders/elevators to the top of the ships. These high points are great for AVRILs.
4. A place to hide in the subs at the corners of the map. Having a place to dump a flag carrier in would be cool.
5. Mistral-like button to press to get crate off flags. I noticed there are cranes on opposite ends of the maps hoisting a crate in the air. The crates are close to the flags but not on it. Perhaps you can put the crates right on the flags and have a button to be pressed which lifts to crate so a manta can get the flag. This may remedy the map being too offensive-friendly.
6. Underwater mini-sub vehicles. :P Hey wouldn't it be cool to have underwater battles? How about Sea-Doos too? :D

I have played the map and overall I think it's a lot of fun. Get 'er done and put it up!

Re: Alpha map: VCTF-CTC-Shipyard

Posted: Sat Nov 01, 2008 5:19 am
by x-GAMBIT-x
Looks Good.
I still have alot of new maps On CTC I have not had the chance to try out yet
hopefully I will soon.

Re: Alpha map: VCTF-CTC-Shipyard

Posted: Sat Nov 01, 2008 12:21 pm
by v0idNull
badasp wrote:"Beyond the Strom"
Before the Storm?

Badasp raises some good points.

Here are other few that I believe should be implemented:
  • 1. Make lightning available only at the top of the cranes and make the cranes
    a little more accessible. After playing it with bots it seemed like a hitscan fest with
    the LG and SR readily available.

    2. I was really expecting a deemer on top of the little submarine sticking out away from
    the big ships.

    3. Map seems a bit small maybe make the ramps from the dock longer? Also how about
    a lower level to the ship where the flag carrier could hide but not too hard for the other
    team to access to get their flag back.

    4. Minigun turrets just for aesthetics and make it realistic.

    5. Also have the vehicles damage underwater. It's nice to just drop a vehicle if you're
    on a solo mission on offense and have it respawn later on.
it's all up to you w/e you wanna do with it. good work so far though.

Re: Alpha map: VCTF-CTC-Shipyard

Posted: Sat Nov 01, 2008 5:35 pm
by CTC-JimRimya
Thank you for the input. I have made it larger in both X and Y dimensions. But I've found that manta runs are way to easy. The mantas can travel on the far side of each ship, just above the water, and be almost completely safe from any attack. Then they can pop up, grab the flag, and go back the way they came. So either:

- the map will have no mantas (most of you will complain about that)
or
- the map is not worth finishing

I think at the original size, it would actually be a very fun CTF map. But this isn't a CTF server so...

Re: Alpha map: VCTF-CTC-Shipyard

Posted: Sat Nov 01, 2008 5:57 pm
by [RGC]CrYsTaL
Eh hem! Pass it on over to me Jim. I would definitely put it on my server as a CTF map since I have that game type on there. It looks really cool and looks like lots of fun to play! ;)

Re: Alpha map: VCTF-CTC-Shipyard

Posted: Sat Nov 01, 2008 9:00 pm
by CTC-JimRimya
[RGC]CrYsTaL wrote:Eh hem! Pass it on over to me Jim. I would definitely put it on my server as a CTF map since I have that game type on there. It looks really cool and looks like lots of fun to play! ;)
Sounds cool! I'll go back to the original size and try to finalize it soon. Thanks, Crystal!