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				CTF'ing q3tourney1
				Posted: Mon Feb 15, 2016 3:22 am
				by coltonquake3
				This would make for a great, but hectic, ctf map. But can somebody help me with the duplication/CTF'ing the textures please? If I end up giving up on this one, then I'll send it over to either sst13 or V1979.
			 
			
					
				Re: CTF'ing q3tourney1
				Posted: Fri Feb 19, 2016 12:03 pm
				by CZghost
				If you want to just convert it to CTF, good you can contact V1979 - he makes such conversions a lot so he might have such experiencec to share. sst13 might help you with retexturing using custom textures alongside with the original ones to make the converted level somewhat remastered vesion looking better than the 1999 original. Make remastered version of Quake 3 with high definition textures might be also great challenge to complete 

 
			
					
				Re: CTF'ing q3tourney1
				Posted: Tue Feb 23, 2016 6:05 pm
				by coltonquake3
				He said there wouldn't be very much vertical variation though... I replied that he could put a path/hallway up near the generator-like structure in the level that you could see the other peeps coming through, & be able to frag them from down below, as well as up top, giving the map vertical variation.
			 
			
					
				Re: CTF'ing q3tourney1
				Posted: Thu Feb 25, 2016 8:09 pm
				by sst13
				It's always possible to turn a map into a CTF one. But in this case (q3tourney1) you have to add a lot of extra passages to provide good gameplay.
The idea of turning existing (well known) maps into CTF is to make a map with new gameplay, without the need to learn the layout by the players. Because everyone knows the original layout already.
So, yes it's possible. But maybe as an extendet version. (13power_xt) 

 
			
					
				Re: CTF'ing q3tourney1
				Posted: Fri Feb 26, 2016 12:54 am
				by coltonquake3
				Sure. I want to see your output firsthand, sst13. Release it when you're done. I would love it at lvlworld.
			 
			
					
				Re: CTF'ing q3tourney1
				Posted: Sun Oct 23, 2016 3:53 pm
				by sst13
				*bump*
The layout is done: (blue part is just photoshopped)
[lvlshot]http://sst13.net/pics/13power0.jpg[/lvlshot]
The 2 extra connections are atm optional. It's a small map and I don't want to "overconnect" the bases. But I will add them if required...
Some shots:
[lvlshot]http://sst13.net/pics/13power2.jpg[/lvlshot]
[lvlshot]http://sst13.net/pics/13power3.jpg[/lvlshot]
[lvlshot]http://sst13.net/pics/13power4.jpg[/lvlshot]
[lvlshot]http://sst13.net/pics/13power5.jpg[/lvlshot]
[lvlshot]http://sst13.net/pics/13power6.jpg[/lvlshot]
[lvlshot]http://sst13.net/pics/13power7.jpg[/lvlshot]
[lvlshot]http://sst13.net/pics/13power8.jpg[/lvlshot]
[lvlshot]http://sst13.net/pics/13power9.jpg[/lvlshot]
To do list:
- proper lighting
- clipping
- mirror the base
- color coding
I'm also going to release a seperate deathmatch version. With "red" base only...
			 
			
					
				Re: CTF'ing q3tourney1
				Posted: Mon Oct 24, 2016 9:28 am
				by dichtfux
				Looks good. I would also be worried about lack of vertical action in the map, but you'll make it work.
			 
			
					
				Re: CTF'ing q3tourney1
				Posted: Sat Oct 29, 2016 7:21 am
				by AEon
				Interesting retro-style. I especially like the PG screenshot... looks really elegant.
			 
			
					
				Re: CTF'ing q3tourney1
				Posted: Sun Oct 30, 2016 2:01 am
				by coltonquake3
				I knew somebody would wanna do this. Excellent work, sst13.
			 
			
					
				Re: CTF'ing q3tourney1
				Posted: Sat Nov 12, 2016 11:37 am
				by A1yssa
				sst13 wrote:
[lvlshot]http://sst13.net/pics/13power5.jpg[/lvlshot]
looks really nice, love that connection.
if it's a small map I'd add the two connections or it's going to be a carnage in the centre of the map.
but I always hated ftf  

 
			
					
				Re: CTF'ing q3tourney1
				Posted: Sat Nov 26, 2016 5:35 am
				by sst13
				This ist 
not yet the CTF version! Just the FFA version...
Some updated shots:
[lvlshot]http://sst13.net/pics/13power10.jpg[/lvlshot]
[lvlshot]http://sst13.net/pics/13power11.jpg[/lvlshot]
[lvlshot]http://sst13.net/pics/13power12.jpg[/lvlshot]
[lvlshot]http://sst13.net/pics/13power13.jpg[/lvlshot]
[lvlshot]http://sst13.net/pics/13power14.jpg[/lvlshot]
[lvlshot]http://sst13.net/pics/13power15.jpg[/lvlshot]
[lvlshot]http://sst13.net/pics/13power16.jpg[/lvlshot]
[lvlshot]http://sst13.net/pics/13power17.jpg[/lvlshot]
[lvlshot]http://sst13.net/pics/13power18.jpg[/lvlshot]
[lvlshot]http://sst13.net/pics/13power19.jpg[/lvlshot]
Download Q3A FFA version Beta1 (2 MB)
PK3: 
map-13power_b1.pk3 
ZIP: 
map-13power_b1.zip
Now I'm going to make the CTF version... 
 
sst13
 
			
					
				Re: CTF'ing q3tourney1
				Posted: Mon Nov 28, 2016 11:53 pm
				by v1l3
				I'm liking this FFA version..very nice work, sst13  

 
			
					
				Re: CTF'ing q3tourney1
				Posted: Tue Nov 29, 2016 7:17 am
				by CZghost
				Yea, it looks impressive 

 
			
					
				Re: CTF'ing q3tourney1
				Posted: Fri Dec 02, 2016 6:04 pm
				by Ferrao10
				Will the layout include paths that circumvent the middle?
			 
			
					
				Re: CTF'ing q3tourney1
				Posted: Fri Dec 02, 2016 10:51 pm
				by sst13
				Ferrao10 wrote:Will the layout include paths that circumvent the middle?
Actual layout of the CTF version:
[lvlshot]http://sst13.net/pics/13power_ctf0.jpg[/lvlshot]
There are 2 upper paths and the lower path in the center.
 
			
					
				Re: CTF'ing q3tourney1
				Posted: Sat Dec 03, 2016 12:07 pm
				by CZghost
				Very impressive 

 Can't wait till release 

 
			
					
				Re: CTF'ing q3tourney1
				Posted: Wed Dec 07, 2016 10:11 pm
				by Ferrao10
				And this is the center?
[lvlshot]http://sst13.net/pics/13power14.jpg[/lvlshot]
but to be modified?
That could actually work quite well. 
Yet I think you'd need stairs on either of these routes.
The map is flat, stil you can't just jump from lvl1 to 2, can you?

 
			
					
				Re: CTF'ing q3tourney1
				Posted: Thu Dec 08, 2016 1:23 am
				by sst13
				 Q3A CTF version Beta1
 Q3A CTF version Beta1  
Some new screenshots:
[lvlshot]
http://sst13.net/pics/13power20.jpg[/lvlshot] [lvlshot]
http://sst13.net/pics/13power21.jpg[/lvlshot] [lvlshot]
http://sst13.net/pics/13power22.jpg[/lvlshot] [lvlshot]
http://sst13.net/pics/13power23.jpg[/lvlshot] [lvlshot]
http://sst13.net/pics/13power24.jpg[/lvlshot] [lvlshot]
http://sst13.net/pics/13power25.jpg[/lvlshot]
@Ferrao10: You can easily plasma-jump to the upper floor. Thats also the reason why I put the PG in the center ground... 
 
I'm not sure about the RA back in each base. Should I replace it with a YA? Or should I keep it because there is no MH in CTF.
How about more health? Maybe some 5er in the center?
[lvlshot]
http://sst13.net/pics/13power_ctf-itemset.jpg[/lvlshot]
Item Generator => 
http://sst13.de/itemset/
Download Q3A CTF version Beta1 (3.5 MB)
PK3: 
map-13power_ctf_b1.pk3 
ZIP: 
map-13power_ctf_b1.zip
sst13...
 
			
					
				Re: CTF'ing q3tourney1
				Posted: Thu Dec 08, 2016 3:11 pm
				by CZghost
				Great 

 Will jump on home just when I finish homeworks 

 I'll post some thoughs on it, if any will be 

 I just see, this map won't be applicable for Team Arena conversion (with the middle pillar blocking placement of neutral flag and neutral obelisk) Great you added items generator for it 

 
			
					
				Re: CTF'ing q3tourney1
				Posted: Thu Dec 08, 2016 3:12 pm
				by CZghost
				Oh, can you post source code of your items generator? 

 It's great thing to have on websites 

 But if you feel it's something secret, I'll understand 

 
			
					
				Re: CTF'ing q3tourney1
				Posted: Thu Dec 08, 2016 3:31 pm
				by CZghost
				This is how it could look like in Team Arena. Notice the neutral flag inside the middle pillar. That's impossible, only to remove the pillar, which will break the map atmosphere 

 
			
					
				Re: CTF'ing q3tourney1
				Posted: Thu Dec 08, 2016 4:11 pm
				by sst13
				CZghost wrote:Oh, can you post source code of your items generator?
 All files you need => 
http://sst13.de/itemset/list
Just replace "floorplan.jpg" with your own *.jpg
 
			
					
				Re: CTF'ing q3tourney1
				Posted: Thu Dec 08, 2016 5:12 pm
				by CZghost
				How did you do the Apache directory dump with your sites design? Anyway, thank you 

 
			
					
				Re: CTF'ing q3tourney1
				Posted: Fri Dec 09, 2016 6:40 pm
				by CZghost
				Hello. So I tested your map briefly 

 Layout seems good and item placement shows no flaws 

 Bot play is amazing and they're tough to beat 

 But flying as a spectator I noticed some areas be possible camping spots (high positioned areas). Those should be clipped to prevent players go there (area beyond power tubes, the archs, power pillars - seen in screenshots). If you release map in this particular state, players will use these high positions as camping spots and snip down other players with Railgun.
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/misc_betatest_13power_ctf_b1_0000.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/misc_betatest_13power_ctf_b1_0001.jpg[/lvlshot]
I will post further though as I get more time to test 

 But it's great map, it doesn't look much like original, but it definitely reminds original 

 
			
					
				Re: CTF'ing q3tourney1
				Posted: Tue Dec 13, 2016 8:44 pm
				by Ferrao10
				sst13 wrote:@Ferrao10: You can easily plasma-jump to the upper floor. Thats also the reason why I put the PG in the center ground... 

 
Well, back in my active days, 3Wave, when we fragged the enemy flag runner we didn't want to rocket- or plasma- jump to get that damn flag back, cause it's silly and it hurts. We just chose the existing paths. And there was pretty much always a (short) path to retrieve the flag by team-players.
It probably doesn't matter to this bot-map, though.