Members Login
Username 
 
Password 
    Remember Me  
Post Info TOPIC: CTF/GRD-Duality Beta


French cat under acid

Status: Offline
Posts: 1608
Date:
CTF/GRD-Duality Beta
Permalink  
 


Ok, so I would try to make a ctf and greed version of duality, so here is a first beta so you can advise me about the layout.
any coments about the layout and item placement are welcome ;)

Note :

this beta is just for advise about item and layout, it's not really playable since the botpathing is not done properly.
Lighting and visual are very early of course !



ctf-duality-beta


screenshot00198.jpg





-- Edited by NOVA on Friday 12th of November 2010 01:48:08 AM

__________________

Specs: Intel i5 3570k - Asus P8H77-M - MSI N560 GTX-TI twin frozr II 1Go - 8Go DDR3 1600MHz - Asus Xonar D2X - HDD Seagate Barracuda 2To - SSD 840 EVO 500Go - win7 x64

UT3, UT2k4 & Swat4 final maps : check my portfolio - Some music by me, it's here



...

Status: Offline
Posts: 4235
Date:
Permalink  
 

Will give it a go asap :)

__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.

All UT4 CTF custom mapsAll UT4 remakesUE4 links (guide, tut)UE4 resourcesSoftware tools & resources.



...

Status: Offline
Posts: 4235
Date:
Permalink  
 

I did a quick test,

The layout is ok for CTF imo.

Things to consider :

- Near the flag, place 2 defense point looking at each entrance (medium health & helmet). Do not place them in a way they can see the opposite flag or else, it's only a hitscan frag fest & in CTF, you want to avoid that at all cost.

- CTF players tend to go sides when moving, placing ammo in the center of the path isn't good for gameplay so it's better to put them aside the middle of the path.

- The belt is to much of armor. A vest would be fine. But I suggest you make the pillar a bit different & mostly higher so you can't see the other side of the map.

I didn't see the flak but the ammo are there ??? Anyway a good center point to place it would be on this platform in the middle of the map :

screenshot00000i.jpg

I notice the first time I capture the flag the annoucer as said I made the point but all other after wan't announced ? Me & the bot.

The blue tam playerstart aren't there so I couldn't test is all the rewards work.

It would be cool to have a lower path, at the bottom because the RL isn't worthy & most CTF maps use at least 3 paths to get in/out. You have 2 ATM.

I really like all the others enhancements you made Seb :D


__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.

All UT4 CTF custom mapsAll UT4 remakesUE4 links (guide, tut)UE4 resourcesSoftware tools & resources.



French cat under acid

Status: Offline
Posts: 1608
Date:
Permalink  
 

stevelois wrote:
I did a quick test,

The layout is ok for CTF imo.

good new !


Things to consider :

- Near the flag, place 2 defense point looking at each entrance (medium health & helmet). Do not place them in a way they can see the opposite flag or else, it's only a hitscan frag fest & in CTF, you want to avoid that at all cost.

Ok


- CTF players tend to go sides when moving, placing ammo in the center of the path isn't good for gameplay so it's better to put them aside the middle of the path.

Ok


- The belt is to much of armor. A vest would be fine. But I suggest you make the pillar a bit different & mostly higher so you can't see the other side of the map.

You have probably see the item placement is the same of the dm, so I have to work on that now ;)

I would wait to see if the layout was fine for ctf to go more deep in the process.


I didn't see the flak but the ammo are there ???

same reason (I have remove it to place the flag base but not put it on another place yet.

Anyway a good center point to place it would be on this platform in the middle of the map :

screenshot00000i.jpg

I think this idea is cool, but what's about put a powerup here ?


I notice the first time I capture the flag the annoucer as said I made the point but all other after wan't announced ? Me & the bot. The blue tam playerstart aren't there so I couldn't test is all the rewards work.

Again, the rewards are set for DM actually, don't worry about that at this stage ;)


It would be cool to have a lower path, at the bottom because the RL isn't worthy & most CTF maps use at least 3 paths to get in/out. You have 2 ATM.

Yeah, this is my main problem actually, I have to find a way on the lower part lol


I really like all the others enhancements you made Seb :D

thx, you have probably see only the red part is done (lighting etc, still work to do lol)


thx for this first advises, I have something to cook now ;)

 



__________________

Specs: Intel i5 3570k - Asus P8H77-M - MSI N560 GTX-TI twin frozr II 1Go - 8Go DDR3 1600MHz - Asus Xonar D2X - HDD Seagate Barracuda 2To - SSD 840 EVO 500Go - win7 x64

UT3, UT2k4 & Swat4 final maps : check my portfolio - Some music by me, it's here



...

Status: Offline
Posts: 4235
Date:
Permalink  
 

Your welcome cousin :)

The lower path I can think of is at the RL level, acting like a tunnel going side to side. It would be a fast but risky path :D

If you want to put a powerup somewhere, the lower exterior part where you have a medium health + ammo would be good, at least to try. I wouldn't place a powerup in the middle where you ask because most action will take place there. The AI will attribute a higher level to that part of the map since there are to much items (weapons + ammo + armor + health) close to each other & will make other areas useless unless you move all things around ?

Personally, I think the DM pickup placement except the ammo near the helmet that need to be more aside is fine as it is. I'm curious to see what the others as to say.

I forgot to say the green smoke emitter from the jumpad need to have a bit more constant smoke because the smoke fade away to abruptly.

__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.

All UT4 CTF custom mapsAll UT4 remakesUE4 links (guide, tut)UE4 resourcesSoftware tools & resources.



French cat under acid

Status: Offline
Posts: 1608
Date:
Permalink  
 

stevelois wrote:

Your welcome cousin :)

The lower path I can think of is at the RL level, acting like a tunnel going side to side. It would be a fast but risky path :D

So, here comes dynamite on BSP !!! I will make a try ;)


If you want to put a powerup somewhere, the lower exterior part where you have a medium health + ammo would be good, at least to try.

ok, but it mean that I have to put one powerup for each side (red & blue) ?

I wouldn't place a powerup in the middle where you ask because most action will take place there. The AI will attribute a higher level to that part of the map since there are to much items (weapons + ammo + armor + health) close to each other & will make other areas useless unless you move all things around ?

I don't know how I will manage the item placement actually, that's why I'm asking lol

Personally, I think the DM pickup placement except the ammo near the helmet that need to be more aside is fine as it is. I'm curious to see what the others as to say.

me too !

anyway it will probably change a bit I think...


I forgot to say the green smoke emitter from the jumpad need to have a bit more constant smoke because the smoke fade away to abruptly.

Ok, I'll take a look to that (on the DM too) ;)


 



__________________

Specs: Intel i5 3570k - Asus P8H77-M - MSI N560 GTX-TI twin frozr II 1Go - 8Go DDR3 1600MHz - Asus Xonar D2X - HDD Seagate Barracuda 2To - SSD 840 EVO 500Go - win7 x64

UT3, UT2k4 & Swat4 final maps : check my portfolio - Some music by me, it's here



...

Status: Offline
Posts: 4235
Date:
Permalink  
 

Cool :)

For the powerup, yep, put it on both side or in the middle. That's an "unofficial" rule ;)

__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.

All UT4 CTF custom mapsAll UT4 remakesUE4 links (guide, tut)UE4 resourcesSoftware tools & resources.



French cat under acid

Status: Offline
Posts: 1608
Date:
Permalink  
 

is it possible you (ctf players) give me the name of the ctf map you prefer play? just one name, the best for you, thx ;)

__________________

Specs: Intel i5 3570k - Asus P8H77-M - MSI N560 GTX-TI twin frozr II 1Go - 8Go DDR3 1600MHz - Asus Xonar D2X - HDD Seagate Barracuda 2To - SSD 840 EVO 500Go - win7 x64

UT3, UT2k4 & Swat4 final maps : check my portfolio - Some music by me, it's here



French cat under acid

Status: Offline
Posts: 1608
Date:
Permalink  
 

is the playerstart need to be close to the flag or can I spread it a bit?

__________________

Specs: Intel i5 3570k - Asus P8H77-M - MSI N560 GTX-TI twin frozr II 1Go - 8Go DDR3 1600MHz - Asus Xonar D2X - HDD Seagate Barracuda 2To - SSD 840 EVO 500Go - win7 x64

UT3, UT2k4 & Swat4 final maps : check my portfolio - Some music by me, it's here



Drinker of too much beer

Status: Offline
Posts: 742
Date:
Permalink  
 

I hate that i cant play test the greed version of this mate, I would love to.

For a favourite CTF map. It was the curvy one in 99 UT. I think Niven.

@ Blitz which had the fire traps, Niven right???

__________________


French cat under acid

Status: Offline
Posts: 1608
Date:
Permalink  
 

Thx to reply Dies ;)

I have to precise I want a ut3 custom or stock ctf map name, so I can take a look to it's setting ;)

__________________

Specs: Intel i5 3570k - Asus P8H77-M - MSI N560 GTX-TI twin frozr II 1Go - 8Go DDR3 1600MHz - Asus Xonar D2X - HDD Seagate Barracuda 2To - SSD 840 EVO 500Go - win7 x64

UT3, UT2k4 & Swat4 final maps : check my portfolio - Some music by me, it's here



...

Status: Offline
Posts: 4235
Date:
Permalink  
 


To have a good idea where to place Defense Point, place yourself here & there & look what spot would be the best to intercept the enemy. I usually see defense point near the flag between 256 - 512 UU's. An advice, don't put to much of those to close of each other because when playing against skilled bots / players, capturing the flag become a pain & not fun at all.

Take a look at Fatima, the only defense point close to the flag have a good view of all incoming players. You can also set the priority of each defense point (low or high) if you have many of them in the room :) I can say that 2 -3 near the flag is enough in most cases.

You can also put other defense point in other room at strategic spots ;)

__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.

All UT4 CTF custom mapsAll UT4 remakesUE4 links (guide, tut)UE4 resourcesSoftware tools & resources.



...ǝp¡s ɹǝɥʇo ǝɥʇ uo

Status: Offline
Posts: 4264
Date:
Permalink  
 

Diesalot wrote:

For a favourite CTF map. It was the curvy one in 99 UT. I think Niven.

@ Blitz which had the fire traps, Niven right???



yeah i think it s niven; need to verify though...so many thing in oua heads :p

 



__________________


AMD RYZEN 7 1800x@ 4.0ghz-MSI X370 PRO CARBON-2xMSI GTX780Lightning-Corsair Vengeance DDR4 16GB-SAMSUNG 850Evo-LOGITECH G19-CORSAIR VengeanceM65 & HX1200i-COOLERMASTER HAF Stacker915R/935/915F-Custom Loop



French cat under acid

Status: Offline
Posts: 1608
Date:
Permalink  
 

Is there somebody how can give me a name of a custom CTF map using custom flag event sounds?

__________________

Specs: Intel i5 3570k - Asus P8H77-M - MSI N560 GTX-TI twin frozr II 1Go - 8Go DDR3 1600MHz - Asus Xonar D2X - HDD Seagate Barracuda 2To - SSD 840 EVO 500Go - win7 x64

UT3, UT2k4 & Swat4 final maps : check my portfolio - Some music by me, it's here



French cat under acid

Status: Offline
Posts: 1608
Date:
Permalink  
 

bump

__________________

Specs: Intel i5 3570k - Asus P8H77-M - MSI N560 GTX-TI twin frozr II 1Go - 8Go DDR3 1600MHz - Asus Xonar D2X - HDD Seagate Barracuda 2To - SSD 840 EVO 500Go - win7 x64

UT3, UT2k4 & Swat4 final maps : check my portfolio - Some music by me, it's here



Amateur UT mapper

Status: Offline
Posts: 735
Date:
Permalink  
 

Are you asking how to setup different sounds to play when each flag is taken? I'm pretty sure that wouldn't be too difficult to setup in kismet - just use a flag taken event to trigger a sound. (if thats what your getting at).

I read there's a guy on Beyondunreal called Ionium aka the Hitman on Epic forums that was talking about this while working on vctf-infinity.

I just tried this one and can confirm that the author has used custom sounds for flag capture events.

-- Edited by Achernar on Sunday 21st of November 2010 12:42:42 AM

__________________


French cat under acid

Status: Offline
Posts: 1608
Date:
Permalink  
 

Achernar wrote:

Are you asking how to setup different sounds to play when each flag is taken? I'm pretty sure that wouldn't be too difficult to setup in kismet - just use a flag taken event to trigger a sound. (if thats what your getting at).

eh eh, if it was so simple !

But what i'm try to archive is something well more complex, I try to redo all annoncements during the game with the quake ones, and trust me, it's a hard pain furious


I read there's a guy on Beyondunreal called Ionium aka the Hitman on Epic forums that was talking about this while working on vctf-infinity.

I just tried this one and can confirm that the author has used custom sounds for flag capture events.

That what I'm looking for, unfortunaly his setting are just the basic one, not what i'm looking for cry , anyway, thx !



to give you an idea to where I am actually :

quakea.png

And this is the "simplified version" lol, but it's still don't work correctly, it need more work, damn, already 1 week on it... I just become crazy with some stupid stuffs...

 

Edit :

To explain better what I'm doing,

for example, I have the annoncements "you have the flag" or "your team has the flag"
so you cannot just put a "playsound" node on the flag event "flag taken", I have to identify first who have taken the flag (if it's the player, another player in the same team or the bot in the same team etc...), and it's not easy cause the lake of good script on kismet, the epic guys don't have think to make easy to identify "who" make "what" ...






-- Edited by NOVA on Monday 22nd of November 2010 10:57:36 AM

__________________

Specs: Intel i5 3570k - Asus P8H77-M - MSI N560 GTX-TI twin frozr II 1Go - 8Go DDR3 1600MHz - Asus Xonar D2X - HDD Seagate Barracuda 2To - SSD 840 EVO 500Go - win7 x64

UT3, UT2k4 & Swat4 final maps : check my portfolio - Some music by me, it's here



Amateur UT mapper

Status: Offline
Posts: 735
Date:
Permalink  
 

Sorry to hear that you are having such a pain with this kismet work. I can't read your screen shot so I'm not able to work through your logic. I understand that this is fairly advanced work so perhaps you might have to delve into uscript. Although that might be an even tough cookie to crack.

Thinking off the top of my head. Perhaps you need to create an array at the start of the map to list all the players and try and reference those players with the capture events. [sry that probably doesnt help much].

I'm am trying to figure out some obscure kismet myself and I'm about to start looking at some work by the jailbreak group to hopefully get some insight. Its some of the more sophisticated kismet out there.

__________________


French cat under acid

Status: Offline
Posts: 1608
Date:
Permalink  
 

I think I will need help so you're welcome ;)
So my idea, I will create a map test with just the flags and teamplayerstart, and put a link here, and so you could take a look to my kismet seq.
I will check the jailbreak mod too, thx !

__________________

Specs: Intel i5 3570k - Asus P8H77-M - MSI N560 GTX-TI twin frozr II 1Go - 8Go DDR3 1600MHz - Asus Xonar D2X - HDD Seagate Barracuda 2To - SSD 840 EVO 500Go - win7 x64

UT3, UT2k4 & Swat4 final maps : check my portfolio - Some music by me, it's here



Amateur UT mapper

Status: Offline
Posts: 735
Date:
Permalink  
 

To open the editor for JB has some quirks.

To load JB content automatically, open your:
UTEditor.ini (MyDocs\MyGames\UT3\UTGame\Config), find the [ModPackages] section and add the following lines to it:

ModPackages=Jailbreak
ModPackages=JailbreakContent
ModPackages=JailbreakTitanContent


__________________


French cat under acid

Status: Offline
Posts: 1608
Date:
Permalink  
 

I have already do that but my editor crash when I try to open a jaibreak map...

I just have make a match on it, it seem they use just some specifics annoncements for a given team, not for a given player/bot...so I don't think it will help me...



__________________

Specs: Intel i5 3570k - Asus P8H77-M - MSI N560 GTX-TI twin frozr II 1Go - 8Go DDR3 1600MHz - Asus Xonar D2X - HDD Seagate Barracuda 2To - SSD 840 EVO 500Go - win7 x64

UT3, UT2k4 & Swat4 final maps : check my portfolio - Some music by me, it's here



Amateur UT mapper

Status: Offline
Posts: 735
Date:
Permalink  
 

Sry dude, I read the above tutorial and thought it would be straight forward process so I posted that before trying it. confuse.gif

__________________


French cat under acid

Status: Offline
Posts: 1608
Date:
Permalink  
 

np ;)

I think I have find a way to make what I want, it work well in local match, I just have to test it on lan.

__________________

Specs: Intel i5 3570k - Asus P8H77-M - MSI N560 GTX-TI twin frozr II 1Go - 8Go DDR3 1600MHz - Asus Xonar D2X - HDD Seagate Barracuda 2To - SSD 840 EVO 500Go - win7 x64

UT3, UT2k4 & Swat4 final maps : check my portfolio - Some music by me, it's here

Page 1 of 1  sorted by
 
Quick Reply

Please log in to post quick replies.



Create your own FREE Forum
Report Abuse
Powered by ActiveBoard