OpenArena Message Boards

OpenArena Contributions => Maps => Topic started by: VortexHU on December 06, 2010, 03:01:15 AM



Title: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 06, 2010, 03:01:15 AM
Simple, medium-sized ctf map. Draft, but pk3 attached (includes bot play, watch it if u want!). drop in baseoa dir, use \devmap ctf004_013 in console to run it. Comments?

Note: the later versions are in later posts.


Title: Re: CTF Map "Pretzel"
Post by: St0n3*r on December 06, 2010, 10:04:46 AM
Simple ;)
But could be nice and fast!

Comments?
Well saying compliments won't help you for builg this map so i go directly with notice ^^

- Some area look maybe too much dark (near to 2nd screenshot for example).
Also the change from light to dark is strange (i mean not really fade u see lot the change) but maybe its my config :P

- Mmm when i put all in max quality i have a little "tak tak tak" in sound, it's the only map where i get this!

But nice! :) Good luck ending that.


Title: Re: CTF Map "Pretzel"
Post by: **HD on December 06, 2010, 11:33:46 AM
Its a nice little map, and here are some ideas:

- spotlights without lamps are always some kind of odd, try to build / model some lamps for it

- the map is flat, only one little ramp is giving a small variation in height. Try to build more different floors, try to avoid ramps (small ramps with low increase angle are okay, but big long ramps with ~ 45 angle looks awful), use insteat of this stairs. Though try to avoid 45 degree stairs as well.  Jumppads are fine as well, but dont use too many.

- The ceiling height is nearly perfect, though the ceiling looks very boring. Build here as well ceilings with different heights, perhabs somewhere a opened ceiling area or a window.

Edit: there are plenty of weapons on this small map, you find like every few meters a new one. I personally would at least remove the railgun, since you wont need it on such a small map :)


Title: Re: CTF Map "Pretzel"
Post by: VortexHU on December 06, 2010, 01:11:59 PM
Simple ;)
But could be nice and fast!

Comments?
Well saying compliments won't help you for builg this map so i go directly with notice ^^

i can't change anything without criticism (even "more of this good thing" is still suggesting an inadequacy). thx :D

- Some area look maybe too much dark (near to 2nd screenshot for example).
Also the change from light to dark is strange (i mean not really fade u see lot the change) but maybe its my config :P

yep i was saving lighting and geometry complications for when the layout was done (i assumed large changes would be suggested). had a sky shader a few minutes b4 those lights. :) gotta study other maps to figure out the aesthetics and function of map lighting.

- Mmm when i put all in max quality i have a little "tak tak tak" in sound, it's the only map where i get this!

when i turn the sound up and get near the weapons, i hear it too. didnt notice before, and i have absolutely no idea how that happened. i placed one weapon (shotgun i think) first, then its ammo, then copied those around with repositioning and class changes, thought that was normal. maybe we're hearing the bot attraction field (j/k but i noticed a bot w/the flag will go for items b4 it caps)... seriously no idea...


Title: Re: CTF Map "Pretzel"
Post by: VortexHU on December 06, 2010, 01:23:36 PM
Its a nice little map, and here are some ideas:

- spotlights without lamps are always some kind of odd, try to build / model some lamps for it

right will do. iirc sago was slowed down by high-poly lamp models. what would be appropriate? maybe something that looks like track lighting.

- the map is flat, only one little ramp is giving a small variation in height. Try to build more different floors, try to avoid ramps (small ramps with low increase angle are okay, but big long ramps with ~ 45 angle looks awful), use insteat of this stairs. Though try to avoid 45 degree stairs as well.  Jumppads are fine as well, but dont use too many.

so same floor w/height changes or actual stories where players walk above and below each other at same xy positions? r my ramps too big or too angled? i need to check if gtkradiant has stair generator...

- The ceiling height is nearly perfect, though the ceiling looks very boring. Build here as well ceilings with different heights, perhabs somewhere a opened ceiling area or a window.

maybe i could bring back the sky and make the wall tops more interesting, or include large ribs or struts w/the lamps in them.

Edit: there are plenty of weapons on this small map, you find like every few meters a new one. I personally would at least remove the railgun, since you wont need it on such a small map :)

not even for the long halls or the little "kill the flag carrier at the last second *holy crap sound*" alcoves? :)


Title: Re: CTF Map "Pretzel"
Post by: Moixie on December 06, 2010, 01:59:14 PM
well, I think that all has been said about lights and that map should look better so I will speak about some stupid problems...

so: in first, when I started the map I was looking to the wall, after some long researches about why I was looking to this wall I devlopped a theory about a respawn inclination problem and another one about my own psychologic health.
to check my theory, I gace a look to the .map and... respawns are looking to the wall (picture 1, blues look in the wrong way too).

then, its hard to strafe in the right and the left corridors (think about all these players like me who have a serious problem with their strafe :'( ), I dont really know how you d do to solve this if you do but I guess it would be better with a path(piture 2). I thought about stairs or 4 or 5 steps or some jumpads downer of 3 or 4 metters.

the last pic is about thes stranges blocks which stop me when I want to go the flag ! it makes me sick !! xD (picture 3)
in my opinion, it would be better to get a litlle ramp to stop the players, and then to do some stranges vertical bars smaller to get a great place for camping like in carnival's shoot stand (ones where you have to shoot ducks :p )

to finish, Im crazy about the layout and I already imagine a next version a litlle like blitzkrieg3, with many pipes on the ceil,
a central way really higher and a kind of cell where are the "blocky bars" where we'd be able to shot to the ennemy's base !
and maybe some piece of water (or slime.. at least.. xD) in the lateral ways !


author=St0n3*r link=topic=4009.msg36687#msg36687 date=1291651486]- Mmm when i put all in max quality i have a little "tak tak tak" in sound, it's the only map where i get this!

when i turn the sound up and get near the weapons, i hear it too. didnt notice before, and i have absolutely no idea how that happened. i placed one weapon (shotgun i think) first, then its ammo, then copied those around with repositioning and class changes, thought that was normal. maybe we're hearing the bot attraction field (j/k but i noticed a bot w/the flag will go for items b4 it caps)... seriously no idea...

Ghosts? oO


Title: Re: CTF Map "Pretzel"
Post by: VortexHU on December 06, 2010, 02:32:27 PM
so: in first, when I started the map I was looking to the wall, after some long researches about why I was looking to this wall I devlopped a theory about a respawn inclination problem and another one about my own psychologic health.
to check my theory, I gace a look to the .map and... respawns are looking to the wall (picture 1, blues look in the wrong way too).

yep that's an oversight thx

then, its hard to strafe in the right and the left corridors (think about all these players like me who have a serious problem with their strafe :'( ), I dont really know how you d do to solve this if you do but I guess it would be better with a path(piture 2). I thought about stairs or 4 or 5 steps or some jumpads downer of 3 or 4 metters.

i was hoping to make capping difficult, but also i dont know what u'r saying: should i prevent strafing or make it easier like w/those curved walls? i could use a portal to a hallway above and below the map (easier to strafe, easier to rail) instead of the current halls. could u pls explain the stairs/jumppads idea?

the last pic is about thes stranges blocks which stop me when I want to go the flag ! it makes me sick !! xD (picture 3)
in my opinion, it would be better to get a litlle ramp to stop the players, and then to do some stranges vertical bars smaller to get a great place for camping like in carnival's shoot stand (ones where you have to shoot ducks :p )

;D so the bars should be thinner and should go into a small wall on the floor?

to finish, Im crazy about the layout and I already imagine a next version a litlle like blitzkrieg3, with many pipes on the ceil,
a central way really higher and a kind of cell where are the "blocky bars" where we'd be able to shot to the ennemy's base !
and maybe some piece of water (or slime.. at least.. xD) in the lateral ways !

pipes are good, basement-like! shallow water for atmosphere or swim thru the center?

Ghosts? oO
>:D

thx for the feedback guys!


Title: Re: CTF Map "Pretzel"
Post by: **HD on December 06, 2010, 03:34:17 PM
About the the fps issue on oasago2: i'm not sure if its only the fire animation which results in this fps drop. Have a look a thors map, it has nearly the same bad fps and doesnt have this much flares on it. If you start oasago2 in devmap mode and make r_showtris 1 you see, that there arent any hint textures (or just a few) built in this map, a general problem of wide and open maps. Perhabs removing the middle part of oasago2 and merging the map with oasago1 (some castle with closed rooms) would result in better fps as well as in a better gameplay.

About the dimension of stairs, ramps and other stuff: of cause there arent any rules, but i think every mapper has his own rules like a certan hallway width, floor height et cetera. I personally try to avoid hallways with less than 192 width, same for stairs. But finding the right dimenion of a map is the hardest part of all. Therefore many mappers split their work in 2 parts of development:
First find a rough layout using just plain walls, floors, ceilings and tweak this layout until it has a good gameflow. Ask others for their opinion, upload the map on a server and try a ctf game with others. Second: remove those dummy geometrie and increase the level of detail of the map. To give you a few examples, here are some screenshots of my try to retexturize pul1ctf:

http://img707.imageshack.us/i/shot0002gl.jpg/ (http://img707.imageshack.us/i/shot0002gl.jpg/)

Just a (too dark) test of re-doing some parts of the map, trying to get a feeling for certain corridors. The lower parts of the flagroom are almost finished, hence i allready begun to find a coherent stil of modeling the details:

http://img15.imageshack.us/i/shot0001id.jpg/

See the wall left from the flag, i added some "depth" to it. And for the floor at the flagspot i used a different texture, just to get rid of a one textured floor.

About stairs:

http://img204.imageshack.us/i/shot0003am.jpg/

I think the dimension of the stairs is 192x8x16, and i am quite satisfied with the stairs. The last screenshots contains a lot of light shaders, perhabs i have to reduce the count to get better fps for this map. But i havent used any hind brushes up to now, so we will see.

About your ramp: the texture looks not good, because it is repeating too often.

I hope this helps a bit about making a map. If you have a plain layout of a map, i'm sure there are some people which will test it online. But there is nothing more disappointing for a mapper than to finish a map and notice afterwards, that the layout doesnt support a good gameplay.







Title: Re: CTF Map "Pretzel"
Post by: VortexHU on December 06, 2010, 03:47:49 PM
[not too open and use hint textures!]

will remember

First find a rough layout using just plain walls, floors, ceilings and tweak this layout as long as it has a good gameflow. Ask others for their opinion, upload the map on a server and try a ctf game with others. Second: remove those dummy geometrie and increase the level of detail of the map.

i'm trying to keep it simple until the layout's done (i.e., gameplay but coarse aesthetics too), then detail work b/c i dont like redoing stuff too many times, so same method.

[details and stairs]
thx

btw the reimagined version of pul1ctf looks awesome. :)


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 06, 2010, 06:38:58 PM
i raised the middle and added jump pads as in this video (http://www.youtube.com/watch?v=KOK_w2Qw7gE), but all i get is a really quiet whoosh sound and no character voice when the jump occurs. any ideas? might be connected with the weird ticking sound around the weapons.

edit: also my map is already rly slow in gtkradiant (takes > 1 s to redraw a view if i have world and entities showing at same time), but blitzkrieg3 has no such issue. something weird going on here...

edit 2: ok i was using trigger_multiple and two targets but now just trigger_push, it makes sounds as expected (learned from oasago2). :)


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 08, 2010, 05:36:48 PM
ok new draft w/stairs, thinner bars, about 3 floors. sky shader for light for now.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: St0n3*r on December 08, 2010, 08:31:17 PM
Very good, all improvement are in good way :)

2 things i wonder :

1) at the right of the pic below there is a very little bright area in the dark, don't understand really why  ???
2) was wondering (and that is why i took the screenshot) maybe making the open square in middle a bit highter would rock?
I mean make it highter to allow to took this way with crouch, but not to much to force to crouch ;)
This could be a more tactical way for flag back with speed :D (just an idea)


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 09, 2010, 12:53:47 AM
1) at the right of the pic below there is a very little bright area in the dark, don't understand really why  ???

wasn't intentional, this is probably b/c the brushes making up the wall are zero thickness at that corner, will fix sometime. :)

2) was wondering (and that is why i took the screenshot) maybe making the open square in middle a bit highter would rock?
I mean make it highter to allow to took this way with crouch, but not to much to force to crouch ;)
This could be a more tactical way for flag back with speed :D (just an idea)

so ur saying instead of preventing getting through and only letting them shoot the carrier, i should let them crouch through while being vulnerable? i was hoping the three ways back to base would be about the same length. wouldn't this make it so nobody takes the long way around (the big tunnels at the ends of the map w/colored lights)?

Very good, all improvement are in good way :)

do u like the sky lighting better than the darker basement-like lighting? i can keep it that way.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: **HD on December 09, 2010, 07:26:18 AM
i like the 3 floor layout in ctf004_018 more than the 004_013 map, though it has some issues. I've added a sketch of your level layout with different colors for the floors and the stairs to explain it:

- there is no interaction between your floors (except the flag camping cave) or in general between your 3 ways. Once you chosen a way, you have no backup plan, what to do if there are enemys on your way. Have a look at oasago2: 3 ways, but they all meet in middle part of the map, where you have some interaction between upper (bridge) and lower part. Same case for pul1ctf: 2 flagrooms and a middle part where all ways meet (on different floors).
Best example for this ctf "bae-middle_part-base" level layout: oa_spirit3 ( i actually love oa_spirit3, though the hidden flag makes it kind of unplayable).

- there is no need to take the outer (longer!) ways of your map: near the big stairs is the lightning gun and the railgun, which are the most used weapon in ctf (by far). You are an easy target on those right and left way, since there is nothing to hide, just some long corridors. Why should i take the longer risky way, if there is a shorter safer way ? Make the longer way more interesting with stronger weapon or with yellow / red armor.

- Until now you place your weapons like : ammo - weapon - ammo.  I wouldnt place the ammo near the weapon. Your map is small with many weapons, so you are probably never running out of ammo. however, if one weapon is empty, make the player go around, collecting the ammo. Every fragged player will drop a weapon too, keep this mind.

- i liked the closed ceiling much more (just my personal opinion). If you combine a closed ceiling with some open areas / windows / different ceiling heights, it will looks much more varied than just a simple open sky box.  


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 09, 2010, 07:23:31 PM
[reasons to take different routes; interaction b/t levels]

I've added a tunnel from the camp caves to the outer ways. is that sorta what u'r talking about? also there's armor and better health in outer ways.

[too much ammo]

chg of weaps and ammo included.

- i liked the closed ceiling much more (just my personal opinion). If you combine a closed ceiling with some open areas / windows / different ceiling heights, it will looks much more varied than just a simple open sky box.  

well i want to get the layout done first b/c o/w i'm just making extra work decorating the ceiling. same w/lights, hence sky shader. once walls and floors stop moving i'll design and light better (hopefully :) ).

btw the attached version has a slight aesthetic change at the tops of stairs, tell me whether it's good.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: St0n3*r on December 09, 2010, 08:04:35 PM
I walk slowly till dark area to see if the 'strange' little light area was fixed ;) and woauuw there is another way now :P
Nice idea, that give more speed and tactic there!

My idea about crouch stuff was bad yess i agree ^^
Mmm anyways i have still little matter there, found that a bit strange..


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 09, 2010, 08:18:48 PM
ok so the tunnel works. :)

My idea about crouch stuff was bad yess i agree ^^

no not bad, it would be another tactic (too small to rox jump thru, so nobody could take the shortcut both ways). the bots r trying to crouch thru, :D i need to make it either smaller or larger i guess.

Mmm anyways i have still little matter there, found that a bit strange..

u mean the tunnel or the bars?


Title: Re: [WIP] CTF Map "Pretzel"
Post by: St0n3*r on December 09, 2010, 08:27:19 PM
no no tunnel is nice ;)
I speak about bars, i understand the aim is to get a tactical way to aim (and that it will give some nice 'oooh crap' xP).
But dunno smth is strange with, it say a bit 'come here, and sit with railgun plz'
And hell yeah bots seem to like it atm ^^

Smaller, larger, or smth else dunno but i hope someone else will have THE idea :P


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 09, 2010, 11:46:36 PM
no no tunnel is nice ;)
I speak about bars, i understand the aim is to get a tactical way to aim (and that it will give some nice 'oooh crap' xP).
But dunno smth is strange with, it say a bit 'come here, and sit with railgun plz'

the grenade launcher is right beside it and can sneak up on campers from two directions... :) but if it becomes a problem i can remove and replace w/window or smth else (nice abbr btw).

And hell yeah bots seem to like it atm ^^

turns out all i needed to do to prevent that was cover it w/a clip-textured brush. if i use that for floor too i can reduce the poly count/#bars, but also i want a rocket to accidentally hit a bar and self dmg sometimes.

Smaller, larger, or smth else dunno but i hope someone else will have THE idea :P

i hope so too!


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Graion Dilach on December 10, 2010, 06:50:49 AM
I think the nailgun is better against those campers ;) (Quake 3 bots were amazing to test that, sometimes 2 out of 4 bots were sit at the blue's place, while there were red).

Another point for OA bots, I didn't see an OA bot camping there.

Maybe the main radius is a bit wide, and I liked that it wasn't that open from above.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: PigCell on December 10, 2010, 01:07:12 PM
The middle route at the moment is both the shortest and the most advantageous. Therefore I'd propose to also make it the most dangerous. This might be a bit too much of a change, but consider this: Invert the height differences, as in, the middle is the lowest point in the map, and the balconies help attacking/blocking the middle route, as they are now pointing downwards towards them, and not to the flags. The outer, longer routes can now have stairs leading up from the 'flag rooms'. That means you now have the height advantage and are rewarded for taking the longer route.

As for the tunnel, it's fine as it is, it might work both overhead and below the middle path.

Additional ideas:

- quad (or other PU) in the middle
- perhaps vary the width of the outer corridors, to break them up a bit and provide some interesting geometry to battle (perhaps arches/doorways/pillars)
- teleporter from the very end of the outer loop might be an option, but might also be confusing (some testing in order?)


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 10, 2010, 03:54:18 PM
I think the nailgun is better against those campers ;) (Quake 3 bots were amazing to test that, sometimes 2 out of 4 bots were sit at the blue's place, while there were red).

Another point for OA bots, I didn't see an OA bot camping there.

Given the crouching, I think they're trying to get through. Again, a clip brush seems to solve the problem, but then even with info_camp with weight 150 they don't camp there like you said. Maybe if I just used clip brushes and transparent textures instead of the bars it would work with bot camping, will have to try.

Maybe the main radius is a bit wide, and I liked that it wasn't that open from above.

The radius of the camp box? I guess if it were smaller it might be easier to kill a camper (rox e.g.).


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 10, 2010, 04:05:34 PM
[Middle route lower rather than higher]

i might try this. :)

- perhaps vary the width of the outer corridors, to break them up a bit and provide some interesting geometry to battle (perhaps arches/doorways/pillars)

So actual constrictions and variations, not just decorations that get smoothed out with clip brushes? Should they encourage rocket jumps, e.g.?

- teleporter from the very end of the outer loop might be an option, but might also be confusing (some testing in order?)

I had considered teleporters to replace the outer ways in order to make strafing and railing more feasible (according to the suggestion of Moixie above). Now that I might end up replacing the bars with something more sci-fi-ish, teleporters would no longer mess up the physical basement feel I was half going for. :) I might do this too.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: PigCell on December 11, 2010, 10:23:29 AM
So actual constrictions and variations, not just decorations that get smoothed out with clip brushes? Should they encourage rocket jumps, e.g.?
Pretty much, yes. It gives you the following options:
- creating a choke point, as a kind of hotspot where most fights occur, rather than having them equally distributed along the path
- putting the highly rewarding armour in a dangerous position where players can fight over it and possibly get caught off guard when trying to pick it up
- enable ambushes (might be as simple as a pillar to break things up)

It might even reduce the need to do extra fancy things to the walls, because the geometry makes the path more unique and recognisable.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Graion Dilach on December 11, 2010, 01:39:52 PM
Maybe the main radius is a bit wide, and I liked that it wasn't that open from above.

The radius of the camp box? I guess if it were smaller it might be easier to kill a camper (rox e.g.).

I know that my English is far from perfect... I meant the outer circle routes of the map. Also, I meant I liked it better with ceiling.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 11, 2010, 01:52:55 PM
I know that my English is far from perfect... I meant the outer circle routes of the map. Also, I meant I liked it better with ceiling.

no, i just didnt infer what u meant properly (but i did think map's size was what u meant, idk y i asked that). that was in the same sentence as whole map having ceiling, so i should have figured. apologies. remember that grammatically good english or any other lang can still be ambiguous (i know native english speakers who use pronouns b4 defining them or answer no when they mean yes).

anyway, so maybe reduce size of map? original (never posted it) was half the size, i just scaled it up to see how it'd be. :) say scale 0.8 or just manually move the outer walls in a bit?

edit: would the constrictions (cf. pigcell's post) help w/perceived size reduction?


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 11, 2010, 01:54:49 PM
Pretty much, yes. It gives you the following options:
- creating a choke point, as a kind of hotspot where most fights occur, rather than having them equally distributed along the path
- putting the highly rewarding armour in a dangerous position where players can fight over it and possibly get caught off guard when trying to pick it up
- enable ambushes (might be as simple as a pillar to break things up)

It might even reduce the need to do extra fancy things to the walls, because the geometry makes the path more unique and recognisable.

any maps u like that do this sort of thing w/hallways?


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Graion Dilach on December 11, 2010, 02:22:02 PM
edit: would the constrictions (cf. pigcell's post) help w/perceived size reduction?

Yes, they could. The inner ways are good only the outer circle is too wide, IMO.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 12, 2010, 06:08:11 PM
new version.
  • lowered middle way to below flags
  • shoot-through windows to middle (but bots dont use)
  • broken obstacles strewn about

the outer ways arent rly smaller but the bots mostly take the flag that route anyway, so will do in next version. btw i think when i add the ceiling again the windows will be smaller (more line-like, sort of standard sci-fi :) ).


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Graion Dilach on December 13, 2010, 05:48:48 AM
Previous version was better, IMO.

Bug: the wall on shot 0223.jpg hasn't got a width, also there is some overlapping problems where it meets with the stairs.
Also a spawnpoint is placed too high.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 13, 2010, 12:07:47 PM
Previous version was better, IMO.
i think the same, but was worth a shot. anything i could move to the prev version? e.g., r the outer way obstacles good?

Bug: the wall on shot 0223.jpg hasn't got a width, also there is some overlapping problems where it meets with the stairs.
Also a spawnpoint is placed too high.
yeh spawnpoints hadnt moved, odd how weaps drop down in engine but spawn pts dont (by default?).


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Graion Dilach on December 14, 2010, 04:54:34 AM
Try it and see it. I can't tell you more. I'm not good at merging two maps in my mind... especially when those two maps are too different.

But rocks looks a bit out of place in this map, IMO.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 14, 2010, 05:15:05 PM
new version. changes:
  • reverted back to higher middle way, camp cave w/bars, small tunnel
  • ceiling is back w/some decoration
  • lighting w/light texs instead of point lights
  • obstacles in outer ways now just look like supports
  • thin windows along the sides

let me know what u think!

Try it and see it. I can't tell you more. I'm not good at merging two maps in my mind... especially when those two maps are too different.

But rocks looks a bit out of place in this map, IMO.

yeah i trashed the rocks. :)


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Graion Dilach on December 15, 2010, 03:05:30 AM
Looks great! Definitely.

I like it.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: St0n3*r on December 15, 2010, 05:38:04 PM
Gonna test it tomorow ;)
too much party for decent feedback atm ^^

look nice looking pic :)


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 19, 2010, 03:21:54 PM
new version. changes:
  • most large surfaces retextured, used Udi's photos as basis (thx a lot! :) )
  • changed light geometries somewhat
  • windows fixed so u cant see the bad parts of the skybox

couple of "decals" in middle to see what it looks like, r they necessary? maybe near the tunnels?

couldnt get real _decals to work reliably, so used thin (1 u) brushes. unfortunately u can see the separation if u get close to the lights, would like to get decals working. any1 know how? oa maps seem to use similar workarounds... also im thinking i'll just use the glows on my new lights, not the fixture img b/c i didnt draw it that well...

texturing comments? looking fwd to stoner's thoughts. :)

note: pk3 wouldnt attach, unzip this file to get it.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Graion Dilach on December 20, 2010, 06:32:21 AM
Tested, looks nice! I'm impressed.

A note: I was surprised when I saw you use the flagbase so I did a test on the extended gametypes. However, the flagbase has a purpose in Harvester and Overload, so it shouldn't be used as decoration. In Harvester, you have to bring the skulls to the flagbase and in Overload the base's spawned upon the flagbases, as you can see.

(http://i375.photobucket.com/albums/oo191/GraionDilach/shot0008.png)

Although Harvester won't work on this map, because it misses the neutral flag, Overload works greatly. Also, Domination points are missing, too.

I know your aim is a good CTF map, these are just my thoughts.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Neon_Knight on December 20, 2010, 09:47:53 AM
The floating base problem can be fixed by placing the origin of the flagbase in the floor. And don't worry about the model. It's just misaligned.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 20, 2010, 10:14:00 AM
Although Harvester won't work on this map, because it misses the neutral flag, Overload works greatly. Also, Domination points are missing, too.

I know your aim is a good CTF map, these are just my thoughts.

i'll remove them, i've never played any of those game types on OA and dont yet have any ideas about level design therefor. :)

btw whats the model u'r using in that screenshot? the head looks unfamiliar.

The floating base problem can be fixed by placing the origin of the flagbase in the floor. And don't worry about the model. It's just misaligned.

thanks, maybe i'll try bases again in the future.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Gig on December 20, 2010, 01:02:49 PM
Never tried the additional gametypes? They are nice. You can find some info about them DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Manual/Gamemodes]here (http://([b).

For informations about how to create maps for them, you can refer to DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mapping_information_for_special_gametypes]this page (http://([b) (I'm begging Neon Knight to do some further improvements in that page...).

For better aligned flagbases and obelisks models (to do not have to bury them in the floor), you can take a look to this thread (http://openarena.ws/board/index.php?topic=3051.0) (I'm sorry I can't tell you how to use different models for entities).


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Graion Dilach on December 20, 2010, 02:11:02 PM
i'll remove them, i've never played any of those game types on OA and dont yet have any ideas about level design therefor. :)

btw whats the model u'r using in that screenshot? the head looks unfamiliar.

The floating base problem can be fixed by placing the origin of the flagbase in the floor. And don't worry about the model. It's just misaligned.

thanks, maybe i'll try bases again in the future.

No, please, don't do it, this is my favourite Overload map so far. I like the floating bases, the only problem is Harvester, I guess. Instead, I suggest putting a white flag into the middle. Also, for Double Domination, I think the dompoints should be put into the middle of the two sideways (where the yellow armors and 50 healths are).

BTW, the model I use is a home-made finished Brawl model from ioquake's site (it lacked the teamskins and the bot was completely broken).


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 21, 2010, 04:16:56 AM
new version. changes:
  • more decoration/lighting, tried to remove what didnt fit and trying new designs
  • added support for one-flag capture, overload, harvester, double domination, and domination

design changes better or worse? do the gametypes work for u? suggestions if u'r more experienced w/the gametype in question than me? :)

[additional gametypes]

thanks, that helped me update the map for these.

[non-ctf suggestions]

implemented (except obelisks dont float anymore).

BTW, the model I use is a home-made finished Brawl model from ioquake's site (it lacked the teamskins and the bot was completely broken).

checked out the model repository. any of that gpl or public domain and worthwhile? :p


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Graion Dilach on December 21, 2010, 06:11:50 AM
Regarding models, none that I do know of. I just love Transformers that's why I got all TF models from there and my favourite is Brawl for the cheer line and because it's partly my work. :)

There are some problems with spawnpoints on the additional gametypes, also the arena file didn't contained the support.

Code:
type		"ctf oneflag harvester overload ctfelimination dd dom"

Still my favourite.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: St0n3*r on December 21, 2010, 06:15:29 AM
Yo sorry for late answer :/
I'm on exams so till february don't count of me that much ^_^

Anyways, i liked 1st version
I don't liked 2nd (like all was prefering the previous) [EDIT : i mean 020e]

Then i don't tested till the last.
Very very good all changes go in right way :)
I only tested CTF but i liked a lot, even bots seem to enjoy map better :P

I like items placement in corridors, i like way you have to enter in down corridors, i like the little hole you have around to keep an eyes on enemies ( ;D )

Mmm during my fast try i don't get lot of ideas :/ Was thinking during walking fast on down corridors "ahhhh we are so close to hit the light" but dunno if it's a good idea to hit it..
That will add some strategy about how to take this way, but in other hand way seem so balanced atm that adding diificulties in one will maybe make map unfair ^^
So don't know  :P

Any ways good work!
Will try to keep an eye here, but im not sure i can ;)


Title: Re: [WIP] CTF Map "Pretzel"
Post by: PigCell on December 21, 2010, 06:47:40 AM
Really love the new textures and brushwork, especially that lamp alcove design. I take it you're going for the realistic lighting approach, meaning all light coming from natural sources. Maybe you could still sneak the one or the other low-intensity light entity in, just to smooth things out a wee bit.

I think the tighter middle path works very well, however I don't know how humans might abuse it as I only tried a botmatch.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Neon_Knight on December 21, 2010, 10:55:51 AM
Harvester and 1FCTF won't work at all on this map. 2/3 of the maps (the lateral corridors) won't be used at all, unless you apply a func_static which covers the two direct entrances to the base.

I've tested the new version and it was improved. Yet, some suggestions:

* Those balconys which are over the flag base are too campeable. Consder replacing them with a glass. (Texture dsi/glass)
* Many areas are still dark. A good advice on how to improve the map is to play with Tony and force the models to normal Tony or Tony/blue. Use r_gamma 1.0, and check for dark areas. A way to combat them is to place many light entities with lower range values. (start from 10, and go upwards until you find the value which don't ruin the lighting of the level and where you can see Tony) You can also check the dsi texture pack and use the tlight* textures for player guidance, like Hydronex*, for example.
* I saw that you put the Nailgun in there. As a rule of thumb, if you place any Team Arena items, (Nail, Chain, Prox, Invulnerability or Kamikaze) you should place as well the Team runes. (Doubler, Guard, AmmoRegen or Scout) which act as the counter for these new items.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Graion Dilach on December 21, 2010, 12:56:00 PM
Errm... Neon, a question. Where should we bring the skulls?

Because on this map both the skulls and the neutral flag must be brought to the opponent team's obelisk. This should be changed, then?


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Gig on December 21, 2010, 01:17:05 PM
Because on this map both the skulls and the neutral flag must be brought to the opponent team's obelisk.

Well, this is the standard behavior for Harvester and Overload modes.... isn't it?


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Neon_Knight on December 21, 2010, 03:17:13 PM
Errm... Neon, a question. Where should we bring the skulls?

Because on this map both the skulls and the neutral flag must be brought to the opponent team's obelisk. This should be changed, then?
There can be two options regarding this mode:

- In the newer versions I've noticed small passages which end in the lateral routes. Those could be wider, if the design of the map allows it, and may become the routes to the center area. If implemented, there should be walls (using func_static) placed in the stairs, so direct passage shouldn't be possible.

- Don't do any change to the map and just remove the 1FCTF/Harvester support. After all, not every map needs to be playable in that mode. (I.E. ps37ctf(2))

As much as I love the Harvester mode, I'm afraid that not every CTF map has a chance to become a good Harvester map, as well as how not every DM map has a chance to become a good CTF level when mirrored. It's all about the gameplay in this case, you know.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 21, 2010, 03:50:04 PM
long post time!


There are some problems with spawnpoints on the additional gametypes, also the arena file didn't contained the support.

added to .arena, thx. what kind of behavior r we looking for in the other game types re: spawning?

Regarding models, none that I do know of. I just love Transformers that's why I got all TF models from there and my favourite is Brawl for the cheer line and because it's partly my work. :)

the TF concept is pretty cool, i see the appeal (i remem beast wars/beasties, good stuff). ur work involves TF? :o

Still my favourite.
;D


[exams]

real life is more important! still thx for taking the time!

Mmm during my fast try i don't get lot of ideas :/ Was thinking during walking fast on down corridors "ahhhh we are so close to hit the light" but dunno if it's a good idea to hit it..
That will add some strategy about how to take this way, but in other hand way seem so balanced atm that adding diificulties in one will maybe make map unfair ^^
So don't know  :P

im sure strafers would appreciate that a lot. :p i might widen and place obstacles in the campbox tunnels (see neon's posts).

Maybe you could still sneak the one or the other low-intensity light entity in, just to smooth things out a wee bit.

i realized after i uploaded that i hadn't used -bounces 8 for lighting. would adding additional visible lights be too much clutter, or should i maybe try that first? also, is there a place for dark shadows in map design? i remember feigning death in unreal tournament... :)

I think the tighter middle path works very well, however I don't know how humans might abuse it as I only tried a botmatch.

what kind of abuse, for example?


Harvester and 1FCTF won't work at all on this map. 2/3 of the maps (the lateral corridors) won't be used at all, unless you apply a func_static which covers the two direct entrances to the base.

so in both of these modes the large stairs and their entrances to the middle way should be blocked off?

* Those balconys which are over the flag base are too campeable. Consder replacing them with a glass. (Texture dsi/glass)

how about lower walls and ceiling that open towards the flag to make splash damage and spamming the camp boxes easier as well?

[too dark]

thanks, i'll try that. hope i can func_group lights...

[Team Arena items]

are there any oa maps that r good examples of this? any time i've seen these team arena items i've also not seen the team runes (tho i haven't gone looking for them). i might just remove the nailgun. would rox be too much for the base of the camp box instead of the nailgun? or maybe sg should go there.


[func_static wall +, wider campbox tunnels or drop 1FCTF/Harvester support]

probably better just to add that simple modification (good idea btw) and let the players and server operators decide whether they want to play those modes?



Title: Re: [WIP] CTF Map "Pretzel"
Post by: Neon_Knight on December 22, 2010, 06:27:23 AM
We were discussing the Team Arena items issue long ago in this topic (http://openarena.ws/board/index.php?topic=3378.0). I've tried to build a map (http://openarena.ws/board/index.php?topic=2170.0) (lavactf2) with several of those tips in mind, but few cared.

I might try again something else, but ATM I'm in no mood for mapping, for several reasons.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 28, 2010, 06:39:58 PM
new version. changes:
  • .arena file fixed for other gametypes
  • nailgun removed so TA-free
  • func_static for onectf and harvester looked bad so moved the flags further from middle way
  • smaller camp boxes for splash damage and aiming fun
  • doubled windows, put windows in outer ways, changed to a complete skybox
  • point lights to even the lighting a bit

edit: uploaded externally (http://www.fileserve.com/file/rQxZTNH) so u can download if not registered.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: WingedPanther on December 29, 2010, 07:32:00 AM
I played one of the dark versions earlier, and think it is MUCH better now.  Visibility is good, and no nail gun makes life a lot easier/harder :)  Good work.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Gerbil on January 02, 2011, 01:27:22 AM
<3 vortex

After running through it a little, it looks like it will be a very chaotic map, I look forward to playing it online and seeing how it goes :D
Having some texture or indicator underneath the flag/armor/weapons, so we know where things will be spawning would be good, i think

also I'm going to be talking to bill about getting this put up in rotation on [OANAGE] :)


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Neon_Knight on January 02, 2011, 06:46:32 AM
A final advice, if you have 0.8.5, check the proto2 texture folder. There you have the arrows guiding to the bases, commonly used in the TA maps, so players won't get lost. I'm planning to improve those soon.
You can add those as decals, if you know how. :P


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Gerbil on January 09, 2011, 01:51:21 PM
this map is currently up in [OANAGE]. I forgot if it was put into rotation or not, but you will definitly be able to get it if you
Code:
/callvote map ctf004-024f


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on January 12, 2011, 07:08:35 AM
new version ctf004_025k. changes:
  • weapon spawn and orientation decals
  • health added in small tunnels, elsewhere
  • brush markers under flags that appear only during their respective game types (func_static)
  • glass on windows
  • slight lighting change
  • decorative geometry

i might start caulking and botclipping and call it a beta after this version.

note about using _decal entities: the target entity should be on the opposite side of the face(es) of the brush(es) onto which you want to have the decal projected. because this entity can cause bsp leaks, if it's outside your map, put a little box of caulk around it.

edit: to clarify, it should sit outside the opposite side of the brush in non-brush-occupied space.

A final advice, if you have 0.8.5, check the proto2 texture folder. There you have the arrows guiding to the bases, commonly used in the TA maps, so players won't get lost. I'm planning to improve those soon.

made my own, tell me what you think.

You can add those as decals, if you know how. :P

I've revealed the secret!  >:D

this map is currently up in [OANAGE]. I forgot if it was put into rotation or not, but you will definitly be able to get it if you
Code:
/callvote map ctf004-024f

thx gerb! ;D did i mention there's a new version?


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Someone_mad on January 12, 2011, 01:14:22 PM
Map posted here:
http://openarena.forumactif.com/t60-maps-en-vracs#598
Hope you okay...!
           ±END¤CONNEXION±


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on January 12, 2011, 04:52:06 PM
Map posted here:
http://openarena.forumactif.com/t60-maps-en-vracs#598
Hope you okay...!
           ±END¤CONNEXION±

ur links require registration. :| still, thx for spreading the word!


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Someone_mad on January 17, 2011, 07:06:58 AM
Sorry, I don't understand what registration are... ^^
Is that your name next to the map or something...?
         ±END¤CONNEXION±


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Cacatoes on January 17, 2011, 11:35:34 AM
Registration = Inscription (in french).
Access to some parts of your forum is allowed to members only, you may consider opening it to public (non-registered aka Guests) visitors.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Neon_Knight on January 25, 2011, 11:37:31 AM
@VortexHU

I have an idea for your decals, it worked for me, for the new proto2/*_dcl arrows.
What about inverting the colors of the decals' borders? From black to white. Also add this line to the map stage (the one where you reference the texture) of each decal shader:

      blendFunc GL_DST_COLOR GL_ONE



Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on January 25, 2011, 08:50:13 PM
@VortexHU

I have an idea for your decals, it worked for me, for the new proto2/*_dcl arrows.
What about inverting the colors of the decals' borders? From black to white. Also add this line to the map stage (the one where you reference the texture) of each decal shader:

      blendFunc GL_DST_COLOR GL_ONE



what would this do? the white would double the underlying texture's value/intensity?


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Someone_mad on January 26, 2011, 02:59:41 PM
Registration = Inscription (in french).
Access to some parts of your forum is allowed to members only, you may consider opening it to public (non-registered aka Guests) visitors.

Ho right, then, I must talk about it with the real admin ^^
But, for informations, this is a french forum dedicated to open arena.
            ±END¤CONNEXION±


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Gerbil on January 28, 2011, 10:47:21 PM
thx gerb! ;D did i mention there's a new version?
I will get bill on it right away :)
Sorry about the really late response, I have been busy with school lately and haven't been able to as active as I'd like :'(

Thanks for the map, vortex! ^_^


Now for a couple suggestions, just looking through it

  • i think it needs a mega(*maybe* a red armor), maybe put that down both of those really long corridors as well as the 5 health bubbles, or put it up at the very center(or maybe put a powerup like regen or quad in center)
  • as i sorta said in the first point, putting something yummy down the long corridors would make that long and dangerous trek worthwhile to take
  • it seems like there isn't very many weapons available for a newly spawned player, maybe put a rocket launcher close by where the flag is
  • i really like your blocker things on the edges of the walls, with the opening in them. it's just hard to shoot through the opening because its so long and narrow. opening it up a little more towards the wall would make it a little easier to use
  • i really like your directional arrow textures, it just seems like it would be a little more symmetrical to put one on the left side of the flag, as well. (i know it seems a little redundant, but that was just my initial impression :3 )

All in all, I really like the updated version. Those rods on the ceiling are wonderful - They look beautiful, and are perfect for hiding on top of >:D. The directional arrow textures look really spiffy and cool, and I like that <3. Also, the textures you put underneath the weapons work perfectly imo. As I may have said before, the geometry works really nicely, and is quite pretty; the layout and idea for the map is quite creative.

All in all, really awesome map, dude ^_^


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Neon_Knight on February 24, 2011, 05:56:14 AM
Any news on this one?


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on February 24, 2011, 02:46:04 PM
Any news on this one?

lot of real work to do, but i'm getting to it. btw thx for driving progress recently. :)


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Neon_Knight on February 24, 2011, 02:48:48 PM
Mrs. Real L. Ife is the worst whore of them all, we know that from our own experience. -.-


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on February 26, 2011, 07:40:34 PM
Any news on this one?

new version ctf_vhupretzel_b1. changes:
  • changed version to beta, released under GPL 2.0
  • new shotgun, plasmagun, rocket launcher placements
  • small tunnels have red armor now; other health and armor changes
  • more guide decals
  • sconces have slightly wider openings
  • added some clip and hint brushes


uploaded externally:

File name: ctf_vhupretzel_b1.zip File size: 12.11 MB (http://www.fileserve.com/file/GYbNq3p)

i wish attachment sizes were larger so the files wouldn't expire, tho. :|


how much time shall i wait for feedback before i submit it to the commit thread?



Title: Re: [WIP] CTF Map "Pretzel"
Post by: Neon_Knight on February 26, 2011, 07:52:33 PM
When you feel it's ready.

Don't forget to include the info_player_intermission and the target_locations... like I do sometimes. -.-


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on February 26, 2011, 08:00:05 PM
Don't forget to include the info_player_intermission and the target_locations... like I do sometimes. -.-

will do when untired again. :P


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Cacatoes on February 27, 2011, 06:48:24 AM
uploaded externally:

File name: ctf_vhupretzel_b1.zip File size: 12.11 MB (http://www.fileserve.com/file/GYbNq3p)

i wish attachment sizes were larger so the files wouldn't expire, tho. :|

Feel free to use http://openarena.tuxfamily.org/upload/

I didn't move any of these files until now so we can say it's a safe place. That said, it's not very secure (files can get overwritten) so please use it with caution.
I'll never delete the files but at worse I'll move them into some other browseable directory.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Neon_Knight on February 27, 2011, 03:01:57 PM
I'll be checking this map in a moment.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: WingedPanther on February 27, 2011, 03:17:30 PM
I like the improvements a lot.  One issue i noticed is that the little flag bases are still in the old position.  The new flag points do feel more balanced, especially on One-flag CTF.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Neon_Knight on March 01, 2011, 07:20:41 AM
A last one.
Could you place the D/L link in the first post?


Title: Re: [WIP] CTF Map "Pretzel"
Post by: christooss on March 01, 2011, 08:04:36 AM
First of it's great to see new CTF in development. I played it with bots so no real play commenced on it jet. If it's not to late I have few ideas:

1. Adding some water (don't know if it fits in to the textures) in RA room so defenders can hear stacked up attackers cumming
2. This map feels really attack centric. Would there be any possibility to add YA or some shards directly in the base (under the wire balcony). It will take long time for defender to stack up to properly defend the flag.
3. Has anyone tested how long it takes FC to come around the map (both ways) and across the middle to cap. Way around the map feels fastest. When you come around the corner (number 1 on pic) strafe jumping will make you unstoppable. This was my initial feel. There are how ever few options other team can make but still could you try to put some obstacles on the outer wall or make it tighter.

But overall this map is great :)


Title: Re: [WIP] CTF Map "Pretzel"
Post by: fromhell on March 01, 2011, 08:19:45 AM
so defenders can hear stacked up attackers cumming
thats it, the voices need to be redone.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: christooss on March 01, 2011, 08:44:07 AM
LOL

Spelling gone bad.  >:D Openarena has to be redone cause of that.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on March 01, 2011, 09:11:54 AM
1. Adding some water (don't know if it fits in to the textures) in RA room so defenders can hear stacked up attackers cumming

or maybe clanging metal? moixie also wanted water... maybe outside should be water instead of snowy? i can make a fish shader. :P

2. This map feels really attack centric. Would there be any possibility to add YA or some shards directly in the base (under the wire balcony). It will take long time for defender to stack up to properly defend the flag.

the base always seemed a bit empty to me.

3. Has anyone tested how long it takes FC to come around the map (both ways) and across the middle to cap. Way around the map feels fastest. When you come around the corner (number 1 on pic) strafe jumping will make you unstoppable. This was my initial feel. There are how ever few options other team can make but still could you try to put some obstacles on the outer wall or make it tighter.

a few versions ago, i adjusted the outer ways so it took me the same amt of time going either outer way and the inner way.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: christooss on March 01, 2011, 05:58:02 PM
or maybe clanging metal? moixie also wanted water... maybe outside should be water instead of snowy? i can make a fish shader. :P

Maybe water is better option cause it slows the RA taker. But Clanging metal is great sound que too

a few versions ago, i adjusted the outer ways so it took me the same amt of time going either outer way and the inner way.

Good to know. As I said it feels faster. Maybe its just easier to take that route against bots :)

Keep up the good work. Hope to see more maps from you.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on March 01, 2011, 06:34:00 PM
Maybe water is better option cause it slows the RA taker. But Clanging metal is great sound que too

so u cant rly strafe in shallow/walkable water? or u mean swimming deep?


Title: Re: [WIP] CTF Map "Pretzel"
Post by: christooss on March 03, 2011, 04:35:34 PM
I think swimming is a bit to much :) but "disabling" strafing would be nice. Any other thought on this subject?


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Neon_Knight on December 26, 2011, 07:24:30 AM
Bump! The fileserve link is not working anymore, and only the previous attached versions are available.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 29, 2011, 01:32:13 AM
Bump! The fileserve link is not working anymore, and only the previous attached versions are available.

beta 1 and source attached. source is a split up 7zip archive.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 29, 2011, 01:45:25 AM
Bump! The fileserve link is not working anymore, and only the previous attached versions are available.

beta 1 and source attached. source is a split up 7zip archive.

rename to ctf_vhupretzel_b1_source_split.7z.001 etc and have all four pieces before decompressing.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: VortexHU on December 29, 2011, 01:52:07 AM
pieces 3 and 4. sry for triple post, upload probs.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Neon_Knight on December 29, 2011, 05:33:20 AM
For some reason I can't open the 7z source. :S


Title: Re: [WIP] CTF Map "Pretzel"
Post by: grey matter on December 29, 2011, 08:24:59 AM
Did you rename the files after downloading, like VortexHU's post says?
I can extract them perfectly well.


Title: Re: [WIP] CTF Map "Pretzel"
Post by: Neon_Knight on December 29, 2011, 08:36:15 AM
Ouch. -.-
Forgot that line.

EDIT: Success.