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Post Info TOPIC: CTF-Dolmens (Beta2)


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CTF-Dolmens(Beta2)

2 to 12 players.

Credits:

Thx to the UOF brothers  : Diesalot, Lord Porksword, Nova, Odedge, Stevelois, 1xTrEmE, Rulaman & Zerglings for motivation, advices, friendship and betatesting. Special Thx to Lord PorkSword for the Hubble Textures "addaptation"; credits to DJFrakture for the Foregone Remix and of course to the original author; hubblesite.org for their sky pictures
...and my family for their patience...



Description, history & comments:

To be abble to install their regenerators and teleporters close to a unstable magnetic area, the Liandri have build this structure with a mix of stones collected all around the galaxy and with powerfull magnetism.Though the unstability of the area was so huge that several fighters have die during the teleportation process.After some addaptations the Liandri have decide to remove the teleporters and to give back this arena to the tournament...

I tryed to keep the level simple (meshing & lighting) as it will be a part of a huge map
though i tryed to keep it eyecandy from the playable area

DodgeJump mutator is recommended



Pictures:












Download





-- Edited by Bl!tz on Sunday 22nd of November 2009 07:08:00 AM

-- Edited by Bl!tz on Thursday 3rd of December 2009 04:38:21 PM

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crocodile dundee

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Nice one Bl!tz and it's great you added that extra bit for the flags.

I'll try it out now.

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thx mate :)

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crocodile dundee

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Bl!tz wrote:

I tryed to keep the level simple (meshing & lighting) as it will be a part of a huge map




 A big map eh how big will this huge map be lol.



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Yeah IT was a TRAP!...i m in :p

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crocodile dundee

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Well I try it out great gameplay I must add thats my thought.

Just two things the bot that guards the flag just stand right on it doing nothing I attack the blue flag and the bot did nothing but I shot the X.E.N.O dead in the end lol.

Lighting seem to be strange don't seem right.

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Connoisseur of Bourbon!

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Looking at Zerglings comments, Bl!tz, have you setup defend points in your bot pathing? (I haven't DL'd the map to check it yet)

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yup but probably not enough....and yup that weird bot is just camping on one of them :p

for the lighting it s not done i just have add 3 lights on each side to see where u walk haha....will set all that later
for now i need feedback on the gameplay....i never play ctf...or just ocasionnaly to betatest haha

thx for comments & help

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...

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Will try it out shortly cousin :)

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héhé....prepar you to some nice monkey flys :p

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Just try it, few gameplay suggestions ;

- About the higher platform above the flag, when you land on that platform, your to close to the jump pad. It would be better if that platform would be wider & add a utdefensepoint there. That way the player have to choice of defend or jump again. Note that the jumpad is not in the center of the grid.

- Another utdefensepoint can be added on top of the actual one near the medium health & vials. The first structure you encounter when moving from the flag base.

- In ctf, you must make sure that player as at least 3 way of getting in/out the base on foot. While you can grab the flag easily, you have only one way out and it's veeeeeeeeeeery hard to do so since you can't teleport traveling the flag. I rarely get out of there alive since bots are waiting for me at the end of the long walkway (where you have a weapon locker & like 6 playerstart).

- I saw to much place the bots where trying to teleport & they couldn't do it, they just teleport at the same spot. I would have to much pic, sorry. This is often cause by the uteleport actor that is to far from the edge of the landing point.

- The helmet/tights is not that easy to collect & bots have some hard time to grab them. I don't know but I would arrange something more quicker to collect it. Also, in ctf, make sure that powerups (armors & keg are placed at the same spot). The majority of ctf players that switch team as they switch there underwear won't like different setup like the keg on 1 side & the belt on the other side. Balance is crucial. You can add those in the middle of the map if you want, it would be more balanced. I know you can say the amount of health on 1 side balance the amount of health in the other side. Still, ctf is a teamwork so the "compensation" of health/armor isn't applicable in real gameplay.

- Weapon locker in ctf... I seriously don't like that but anyway it's not important. The prob there is that when spawning you directly grab a weapon which is good but you also facing a wall which isn't good because the weapon locker is to close to the wall. Make sure that players are facing the ennemi base when spawning & not a wall.

- Adding some arrows on some columns & on some floors would help, 50% of the time I end up in my base because there is nothing to guide me in action.

Hope that help.

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héhé thx steve; very usefull :)

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Had a game with my son and this is now his favourite map cuz he can easilly kill me on it LOL! beer.gif

Some comments/tips;

Adding to what Steve said about weapon lockers - I recommend only have a couple of weapons in the lockers then have the more powerful weapons as normal pickups.  Eg.. Have the rocket launcher and shock rifle on the upper platforms.  This will help tempt players and bots to use these areas, to grab the better weapons, rather than just staying on the bottom level.

Split your player starts up as well.  Keep 3 where they currently are and have the other 3 in other areas. (like one near the flag and two up top)

The bots looping with the translocator can probably be easilly fixed by adjusting your pathnodes.  As shown in the pic below, just move the pathnode away from the wall and above the platform (shown by the green node).  This way when the bots teleport there they can be high enough to move across onto the platform. 
Dolmens1.jpg


With your bots standing still on the flag base, it could be due to there being no nearby path nodes.  I'd say do something like in the pic below where I've got two extra pathnodes and a defence point near the flag (highlighted in green).  Don't have the pathnodes in a straight line, instead make the bots move from side to side to make them a bit more challenging.  The defense node should get a bot to properly defend the flag and create hell for opponents trying to grab the flag.  I'd also suggest having a defense point on the bottom level in the middle area of the map. (near the flaming exaust)
Dolmens2.jpg











-- Edited by Lord_PorkSword on Monday 23rd of November 2009 08:00:29 AM

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thx mick; very usefull too :)

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litl'video to show you the "way" it s going :p
still lot to do









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Nice modifications mate! beer.gif
The upper tiers/bridge will make for some extra gameplay across the map which will spread out the action benefiting the map greatly! smile

I'm asuming you got rid of the jumppads that shot you across to the central section. If so I reckon that's good as it makes it harder to get the flag across.

Towers look quite good as well. I believe I can see doorways so you can snipe from the various levels in the tower which will keep snipers happy. thumbsup.gif

Only suggestion is that if snipers are in the tower then you may need a small amount of cover for flag runners to use. Otherwise it may be impossible to cap a flag and get it to home base....however you could always have friendly snipers in your own tower who can take out enemy snipers.

Looking forward to trying the new revision when it's ready. biggrin

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beta2 is up; first post updated ;)

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crocodile dundee

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Great I check out b2.

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Connoisseur of Bourbon!

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Gave this a try the other day and now will finally comment on it!

The aditional areas are a very welcome addition to the map with the higher bridge adding extra areas of action for the map. The visuals of the new parts work very nicely with the rest of the map! thumbsup.gif 
As usual my son had a ball on this map! biggrin


Comments/Suggestions:
The bots don't seem to be able to use the jumppad near the flags properly.  They seem to be looping up and down in that spot.  You'll need to tweak the jumppad so they can use it better.

With the towers the bots never used them, when I played, which was a shame.  This would partly be due to the bots having issues with the jumppad, mentioned above, that gets them to the portal.  I would almost suggest have additional portals (which lead to the tower) within the upper areas of the main arena.  Another solution is to add one or two player starts to each tower, so bots spawn there and hopefully use these areas.

There's a large trim that you have around the main buildings for each side.  This trim can be walked on and sometimes the jumppads will shoot you into them accidently.  The trim soesn't bother me as a human player, however the bots still get stuck therre and I have to use the impact hammer to push them off.  I'd probably suggest(which I think Odedge already has) that you put a blocking volume over them so you can't land there.

One more suggestion is that I reckon move the redeemer sideways on that central rock, so it's not centered, then have a jumppad opposite it which will lift the player to the upper arena areas.  This way if you've got the flag and there's a bunch of opponents ahead of you, then you can jump to the upper levels to get around them. (plus prompt bots to go into those areas more).

Hope this helps you out!

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crocodile dundee

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Yep bots dont use upper levels very much and this I found funny.

I post the pic later my notebooks got a virus everything is slow.yawndisbelief

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thx mate ; usefull as always ;)

for the botpathing i m srry i havent work on it at all since last time , i was in a hurry to make the map playable for humans online this weekend ( for 1xtreme mates)

i agree with all ur ideas but.....for the trims as i said i like to walk on them; i ll try to fix the bot problems on that area though ;)



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crocodile dundee

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Nope it's working slowly here it is:




I found some parts to be abit messy jumping second not using the top level infreqently.

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Did some team LAN testing on this, before i read anyone else's responses i'll post in quick reply.

This map has great potential, it seems like a hybrid 3 dimensional multi-leveled facing worlds. Has a great feel to it, it feels professionally built in many aspects.

I have fast suggestions / questions:

1. Is the gravity going to stay the same or will it be returned to stock? Out of the group we tested it with everyone agreed that stock is better for CTF, i can explain more about this later if need be.

2. Is it possible to shorten the distance to the flag towers? maybe cut them in 1/2 of what they are, its a fairly long, a death corridor because its basically flat, open and unprotected, if your high you have a change but if your low its suicide if your playing against sharp shooters or instagib.

3. Need a little work on the spawn locations and to make sure all of them are oriented in the right direction so your facing the opposite team.

4. Need some team indicators and directional signs throughout the map.

5. I think the double teleporters need some type of clear identification so you know if your going to the highest or middle level.

6. The drop down to the flag is completely awesome when you take the middle level, the play of this map has a slick feel. You've got yourself a 5 star unit with this one bro, CTF players will love this map.

I'll post some screens in the coming days, been very busy with work.

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thx for comments mate ;agree on quite all points ;)

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its me .. i'm back

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Bl!tz wrote:

thx mate ; usefull as always ;)

for the botpathing i m srry i havent work on it at all since last time , i was in a hurry to make the map playable for humans online this weekend ( for 1xtreme mates)

i agree with all ur ideas but.....for the trims as i said i like to walk on them; i ll try to fix the bot problems on that area though ;)



I just saw this, i appreciate it bro! - Last night when i posted i did a quick response and didn't look at any of the other feedback so that i could give my best unbias opinion first. We usually get together on weekends or every other weekend for our mini-lan party, no need to rush any production we can always test it the following session. smile

Everyone who tested this over the weekend was impressed with your work so far! i want to make sure you know about that, appreciation and encouragement are good for motivation.

I'm not one to patronize - and i'm very opinionated (like some of the other UOF crew) if i say its a high caliber level design i sincerely mean it. Your design has a highly unique yet comfortably familiar feel to it,  you built off of your DM level and made it even better! i mentioned your artistic capabilities in the epic forums by chance before i ever read your introduction post here. (I had no idea you were a real world artist of sorts) OK enough rambling, back to the map. As far as the bots they seem to be using high and low paths which is good.

Now later when i have some more time i'll look at everyone elses feedback for ideas and upload some screens i took.


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thx for the sweet words m8
... i m gonna apply all thoses suggestions this week smile.gif

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its me .. i'm back

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Hows this coming? i was waiting for a possible update before i posted more feedback or used any screenshots regarding a few other minor things i noticed that i wanted to bring to your attention, i already mentioned the major things i thought about. We'll play it this weekend as well and i'll have more info and feedback based on my LAN team's assessment.



I'll keep an eye out, take your time and enjoy building this one at your leisure bro, it will be a better finished product that way i know how you artist types are. :D


(maybe in some way i'm an artist too? and i've found a way to express it in the editor)  confuse

TTYL


-- Edited by 1xTrEmE on Wednesday 16th of December 2009 04:18:34 AM

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all what give pleasure to your sences is art imo.....from music to sculpture and from martial arts to sex.....
srry for the non update....i m like a child on Peak remake:p it s quite time to publish a first beta....but i feel that i ll need a break from it soon....dolmen here i am ;)

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