Maze-eur Playground
Re: Maze-eur Playground
Okay, a lot has changed now. Please review again. I updated my original post (at the top). New screenshots too!
Download krctf01.zip again.
Checklist Complete:
- [x] accel pad arcs so they punt you all the way over the opposing pad.
- [x] move the Quad down to the pit
- [x] move the RA to the bottom bridge
- [x] The "id standard" for stairs is more like 8x24
- [x] fix bots for bounce pads
- [x] why spawnflags 4 on respawn entities?
- [x] change the four-corner teleporters
- [x] bots aren't going high, or for MH. try http://web.archive.org/web/200408110840 ... otopt.html
- [x] put block in center of map to break LOS
- [x] remove long LOS
- [x] rotational symmetry
- [x] YA launch pad for one side only
- [x] area around the flag allowed an attacker to come from a high/exposed vantage point on one side, and a low/shielded approach on the other.
- [x] move the RG to the ceiling some how
- [x] Place a team_CTF_blueflag in the blue base. Gametype: ctf, oneflag
- [x] Place a team_CTF_redflag in the red base. Gametype: ctf, oneflag
- [x] Place a team_blueobelisk in the blue base where the goal should be. Give it a facing angle. This forms the flag base. Gametype: Do not mark any gametype.
- [x] Place a team_redobelisk in the red base where the goal should be. Give it a facing angle. This forms the flag base. Gametype: Do not mark any gametype.
- [x] Place a team_neutralobelisk some place in the neutral area of the map, preferably equidistant from both bases. Gametype: harvester
- [x] Place a team_neutralflag some place in the neutral area of the map, preferably equidistant from both bases. Gametype: oneflag
- [x] unequal numbers of red and blue spawpoints (team_CTF_redplayer/blueplayer)
- [x] unequal numbers of red and blue respawn points (team_CTF_redspawn/bluespawn).
- [x] Generally a CTF map will have 10-16 spawnpoints per team
- [x] put a team_CTF_neutralflag entity in the middle with "gametype" "harvester oneflag"
- [x] For the team_neutralobelisk, you can give it a "gametype" value of "harvester oneflag" (rather than just "harvester") if you want it to appear as a little flag base in oneflag mode. I believe that's what the Threewave maps generally did.
Download krctf01.zip again.
Checklist Complete:
- [x] accel pad arcs so they punt you all the way over the opposing pad.
- [x] move the Quad down to the pit
- [x] move the RA to the bottom bridge
- [x] The "id standard" for stairs is more like 8x24
- [x] fix bots for bounce pads
- [x] why spawnflags 4 on respawn entities?
- [x] change the four-corner teleporters
- [x] bots aren't going high, or for MH. try http://web.archive.org/web/200408110840 ... otopt.html
- [x] put block in center of map to break LOS
- [x] remove long LOS
- [x] rotational symmetry
- [x] YA launch pad for one side only
- [x] area around the flag allowed an attacker to come from a high/exposed vantage point on one side, and a low/shielded approach on the other.
- [x] move the RG to the ceiling some how
- [x] Place a team_CTF_blueflag in the blue base. Gametype: ctf, oneflag
- [x] Place a team_CTF_redflag in the red base. Gametype: ctf, oneflag
- [x] Place a team_blueobelisk in the blue base where the goal should be. Give it a facing angle. This forms the flag base. Gametype: Do not mark any gametype.
- [x] Place a team_redobelisk in the red base where the goal should be. Give it a facing angle. This forms the flag base. Gametype: Do not mark any gametype.
- [x] Place a team_neutralobelisk some place in the neutral area of the map, preferably equidistant from both bases. Gametype: harvester
- [x] Place a team_neutralflag some place in the neutral area of the map, preferably equidistant from both bases. Gametype: oneflag
- [x] unequal numbers of red and blue spawpoints (team_CTF_redplayer/blueplayer)
- [x] unequal numbers of red and blue respawn points (team_CTF_redspawn/bluespawn).
- [x] Generally a CTF map will have 10-16 spawnpoints per team
- [x] put a team_CTF_neutralflag entity in the middle with "gametype" "harvester oneflag"
- [x] For the team_neutralobelisk, you can give it a "gametype" value of "harvester oneflag" (rather than just "harvester") if you want it to appear as a little flag base in oneflag mode. I believe that's what the Threewave maps generally did.
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Re: Maze-eur Playground
I just took a quick look for now -- because I'm starving and must go eat -- but there's some really interesting stuff going on. It might be a little too maze-y around the base area (not sure yet) but the flag placement, teleporters, center area, and entity placement seem pretty juicy in this build.
Re: Maze-eur Playground
I just had a botmatch on this and it's pretty sweet. Definitely has the makings of a solid CTF.
The only comments that sprung to mind initially were:
* Line of sight in the flag rooms seems too far on the upper level. The lower level is fine, but the upper level is wide open. You could rocket jump in and out of this room in 3 seconds flat which makes it a bit too vulnerable for speed captures. A quick remedy might be to extend the two pillars in front of the flag platform all the way to the ceiling, and run a high arch between them.
* Health is a bit lacking. A few megas and 5h/shards but no pairs of 25h anywhere. A few more of these along the connecting routes would reduce the amount of time players have to go off hunting for health or deliberately get themselves killed.
* There's a platform at the front of each base with flags on it, that's entirely clipped off... I assumed I could hang out up there with the railgun... would prefer either a visual restriction (grating, bars, pillars) or be allowed to stand up there.
The RG location is cute but the gun absolutely dominates this map, so the first team to get supremacy over that item is going to win the match. I'd suggest there being an RG pickup somewhere else on the map also, preferably on a long route out of each base.
Love the quad pit, and the RA bridge.
Are you planning on boosting up the graphical detail one the layout is finalised, or keeping as it? It's awesome in some places (the pit and central area) but feels quite basic in others (each flag room)
The only comments that sprung to mind initially were:
* Line of sight in the flag rooms seems too far on the upper level. The lower level is fine, but the upper level is wide open. You could rocket jump in and out of this room in 3 seconds flat which makes it a bit too vulnerable for speed captures. A quick remedy might be to extend the two pillars in front of the flag platform all the way to the ceiling, and run a high arch between them.
* Health is a bit lacking. A few megas and 5h/shards but no pairs of 25h anywhere. A few more of these along the connecting routes would reduce the amount of time players have to go off hunting for health or deliberately get themselves killed.
* There's a platform at the front of each base with flags on it, that's entirely clipped off... I assumed I could hang out up there with the railgun... would prefer either a visual restriction (grating, bars, pillars) or be allowed to stand up there.
The RG location is cute but the gun absolutely dominates this map, so the first team to get supremacy over that item is going to win the match. I'd suggest there being an RG pickup somewhere else on the map also, preferably on a long route out of each base.
Love the quad pit, and the RA bridge.
Are you planning on boosting up the graphical detail one the layout is finalised, or keeping as it? It's awesome in some places (the pit and central area) but feels quite basic in others (each flag room)
Re: Maze-eur Playground
Hi Foo,
Wow, that's a lot of posts you have under your belt. Thank you for posting your feedback.
Checklist Complete:
[x] remove LOS from flagroom by maybe extending the two pillars in front of the flag platform all the way to the ceiling, and run a high arch between them.
[x] Health is a bit lacking. A few megas and 5h/shards but no pairs of 25h anywhere.
[x] clip the top part of the mid-room skull pillars
[x] there being an RG pickup somewhere else on the map also, preferably on a long route out of each base.
[ ] boost up the graphical detail in the base areas once the layout is finalized
Please tell me how you would like the graphics boosted. I need a little extra help please.
Wow, that's a lot of posts you have under your belt. Thank you for posting your feedback.
Checklist Complete:
[x] remove LOS from flagroom by maybe extending the two pillars in front of the flag platform all the way to the ceiling, and run a high arch between them.
[x] Health is a bit lacking. A few megas and 5h/shards but no pairs of 25h anywhere.
[x] clip the top part of the mid-room skull pillars
[x] there being an RG pickup somewhere else on the map also, preferably on a long route out of each base.
[ ] boost up the graphical detail in the base areas once the layout is finalized
Please tell me how you would like the graphics boosted. I need a little extra help please.
Re: Maze-eur Playground
Hi deqer, everyone else on this forum will run rings around me artistically, so hard for me to list definitive way to improve the graphics. But I'll have a go.
I would say adding trims around the edges of floors where they run up to walls, and adding more ornate item markers on the floor, varying the height of the ceiling in places to break up the long expanses, adding in faux pillars and other minor architectural details along some walls, and so on.
The central area with the railings and flags is generally more detailed than the rest of the level around the flag rooms and the outlying corridors.
This said, it's a pain to add detail until the layout is 100% final, because you only have to pull it all back out again to change things around
I would say adding trims around the edges of floors where they run up to walls, and adding more ornate item markers on the floor, varying the height of the ceiling in places to break up the long expanses, adding in faux pillars and other minor architectural details along some walls, and so on.
The central area with the railings and flags is generally more detailed than the rest of the level around the flag rooms and the outlying corridors.
This said, it's a pain to add detail until the layout is 100% final, because you only have to pull it all back out again to change things around

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Re: Maze-eur Playground
You're not gonna' get a satisfying answer on that onedeqer wrote:
Please tell me how you would like the graphics boosted. I need a little extra help please.

Re: Maze-eur Playground
Sent you a PM dequer 

Re: Maze-eur Playground
How is this map? Any updates? It has been almost a year, after all. I like the map. I haven't played it and I can't offer any constructive criticism, but it's okay, right? What is this? I don't even....
trolololo...
trolololo...
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Re: Maze-eur Playground
release date is: 2012-12-31
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- Joined: Sun Feb 20, 2000 8:00 am
Re: Maze-eur Playground
So is that when you're going to come back bump this thread and bitch at the OP?
[WYD]