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CTF Maps...Mirrored or Rotated?
Posted: Fri Nov 27, 2009 4:45 am
by phantazm11
What do you think the most popular type of CTF map is? Perfectly mirrored or rotated 180 degrees.
It seems to me that rotated maps are much easier to navigate.
Re: CTF Maps...Mirrored or Rotated?
Posted: Fri Nov 27, 2009 7:25 am
by Silicone_Milk
ive always been a fan of 180 rotation because the layout of the base is the same regardless of what team you start on.
Re: CTF Maps...Mirrored or Rotated?
Posted: Fri Nov 27, 2009 10:10 am
by jal_
In general, I think rotation works better. But it's always good to give both options a quick try, just in case.
Re: CTF Maps...Mirrored or Rotated?
Posted: Fri Nov 27, 2009 10:52 am
by AEon
From a mapping point of view, IMO, mirroring a map is boring - "point symmetry" by rotation is far more interesting.
As a side note, you are aware of the nifty tool MiriX-v2? This greatly helps when mirroring/rotating maps, e.g. you can define the "blue" textures that should be replaced with "red" ones. Plus this fixes some issues with manually rotating maps with entities.
Re: CTF Maps...Mirrored or Rotated?
Posted: Fri Nov 27, 2009 11:20 am
by Hipshot
I think a mirrored level could prove very interesting and fun to work with, probably fun to play too...
Re: CTF Maps...Mirrored or Rotated?
Posted: Sat Nov 28, 2009 3:48 am
by phantazm11
Thanks for the reply guys. Yeah, I think I'm going to go with rotation.
@AEon: Yeah, I ran across Mirix when searching for a tool to rotate Q4 maps a few years ago. Downloaded it a few days ago and I have to say that it is one useful program.
Re: CTF Maps...Mirrored or Rotated?
Posted: Mon Nov 30, 2009 1:05 am
by rgoer
I dare you to try mirroring some paths and rotating others
Re: CTF Maps...Mirrored or Rotated?
Posted: Mon Nov 30, 2009 5:24 am
by wattro
i double dare you to mirror it vertically... a la castlevania
Re: CTF Maps...Mirrored or Rotated?
Posted: Sun Dec 20, 2009 2:06 pm
by monaster
wattro wrote:i double dare you to mirror it vertically... a la castlevania
Why not? I liked these levels to a certain extent, would be awsome/awkward to see a Q3A map like this

Re: CTF Maps...Mirrored or Rotated?
Posted: Mon Dec 21, 2009 5:49 pm
by spookmineer
For mapping efficiency, map 25% then rotate and mirror it.
Note: it may not be the best map ever.
Re: CTF Maps...Mirrored or Rotated?
Posted: Mon Dec 21, 2009 6:24 pm
by phantazm11
Forget I asked

Re: CTF Maps...Mirrored or Rotated?
Posted: Tue Dec 22, 2009 7:20 am
by wattro
forget what?
Re: CTF Maps...Mirrored or Rotated?
Posted: Thu Feb 25, 2010 3:06 pm
by Pat Howard
*Bump* Was just thinking about this thread. Felt like adding something I ran into recently.
If your map is rotated, you can only place power items exactly in the center, right? Otherwise you'd break symmetry. If your map is mirrored, however, you can place an item anywhere along the axis of symmetry while still maintaining balance.
...or correct me if I'm wrong?
-pat
Re: CTF Maps...Mirrored or Rotated?
Posted: Thu Feb 25, 2010 10:06 pm
by spookmineer
Doesn't sound right.
Just as the map itself, you can rotate/mirror items (they will only point to the location where the items need to be - rotating/mirroring items will cause problems, you need to put them in the map unrotated/unmirrored).
Re: CTF Maps...Mirrored or Rotated?
Posted: Fri Feb 26, 2010 9:44 pm
by deqer
I've always thought it's cool that the opposite side was different(reversed) than the side you came from. It feels more of an adventure, more of a challenge. Therefore, I vote mirrored. I still like rotational too, though.
Re: CTF Maps...Mirrored or Rotated?
Posted: Fri Feb 26, 2010 10:19 pm
by InsaneKid
lately i remade this lil CTF!
>>>

Re: CTF Maps...Mirrored or Rotated?
Posted: Fri Feb 26, 2010 11:19 pm
by Pat Howard
spookmineer wrote:
Just as the map itself, you can rotate/mirror items (they will only point to the location where the items need to be - rotating/mirroring items will cause problems, you need to put them in the map unrotated/unmirrored).
Right, but that isn't really what I was talking about. I'm not talking about entity manipulation editor problems, I'm just talking basic CTF theory here.
If your map is rotated then placing a power item anywhere along the axis of symmetry but the exact center means that item will be in a different place coming out of one base than the other. A quick diagram would probably help display this, but I might just go take a nap instead

.
--
@Insane, Looks cool! Although I am having a little trouble seeing what's going on there from the editor shot only.
Re: CTF Maps...Mirrored or Rotated?
Posted: Fri Feb 26, 2010 11:42 pm
by Foo
CTF would be so much more interesting if non-symmetrical bases and a half-time switch were employed.
Re: CTF Maps...Mirrored or Rotated?
Posted: Sat Feb 27, 2010 2:59 am
by Johnny Law
Pat Howard wrote:
If your map is rotated then placing a power item anywhere along the axis of symmetry but the exact center means that item will be in a different place coming out of one base than the other.
True, if there is only 1 such item in the map. I think that may be what's causing the confusion. If you want to have only 1 powerup of a given type, then yep, in a rotationally symmetric map you almost certainly need to put it in the center.
If you're OK with having 2 of the item then of course you can put it anywhere on one side of the map, and duplicate it in the corresponding spot on the other side.
Re: CTF Maps...Mirrored or Rotated?
Posted: Sat Feb 27, 2010 4:44 am
by v1l3
Foo wrote:CTF would be so much more interesting if non-symmetrical bases and a half-time switch were employed.
pjw3dm6
The ctf layout in that map is great..especially considering the map is set up for every gametype.
Re: CTF Maps...Mirrored or Rotated?
Posted: Sat Feb 27, 2010 6:28 am
by Theftbot
Why not mirrored and rotated, could even rotate/mirror on other axis too.
Re: CTF Maps...Mirrored or Rotated?
Posted: Sat Feb 27, 2010 5:12 pm
by pjw
v1l3 wrote:Foo wrote:CTF would be so much more interesting if non-symmetrical bases and a half-time switch were employed.
pjw3dm6
The ctf layout in that map is great..especially considering the map is set up for every gametype.
Why thank you. *tips hat*
I always thought rotating 90 degrees would be interesting, but never got around to trying it.
I also thought about setting up the bases in such a way that all connections are via teleports (e.g. at the ends of hallways or shafts, etc.), and have them set up so that the bases connect to each other on
all sides.
In other words, if you go north out of the red base, you'll enter the blue base on the south...if you go south out of the red base you'll enter the blue base on the north. Same for the blue base, and in all four directions.
I never got around to building that either...

Re: CTF Maps...Mirrored or Rotated?
Posted: Sat Feb 27, 2010 5:38 pm
by monaster
pjw wrote:
I also thought about setting up the bases in such a way that all connections are via teleports (e.g. at the ends of hallways or shafts, etc.), and have them set up so that the bases connect to each other on
all sides.
In other words, if you go north out of the red base, you'll enter the blue base on the south...if you go south out of the red base you'll enter the blue base on the north. Same for the blue base, and in all four directions.
I never got around to building that either...

Working on that since a few months.
But that discussion gave me an idea: What about rotating your map 90° FOUR TIMES making a CTF map that has FOUR bases meaning that there are two red and two blue bases/flags with one single room in the middle of the map where you can start your run to each of these bases? Would certainly change the way CTF was played until now since it won't be effective to camp-guard your own base at all - everyone else might be running for base #2. That thing (if it actually IS possible to build something like that with working flag spawn points and triggers) would draw more attention to the inner part of the map and not just on the bases, flag carriers could have more chances to survive since it would take a very high to impossible number of players to completely guard
two bases, and finally if the map isn't too big there'll be
a lot of action.
Just a stupid idea coming out of a weird brain of mine. Would be interesting if someone brings that idea to life. I afraid of starting with
another map.
Re: CTF Maps...Mirrored or Rotated?
Posted: Sat Feb 27, 2010 7:19 pm
by obsidian