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Author Topic: [WIP] CTF Map "FJ"  (Read 6780 times)
VortexHU
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« on: August 21, 2011, 11:17:12 AM »

here's an experimental ctf map that attempts to surpass limitation to the grid. i've been working on it off and on for a couple of months. thoughts?

alpha 1 attached. bot support forthcoming.
« Last Edit: August 22, 2011, 10:59:56 PM by VortexHU » Logged

— VortexHU —
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« Reply #1 on: August 22, 2011, 05:58:47 PM »

I like the rotating labels in the air.  I would have liked the chance to play against some bots on it.  I didn't notice any issues with performance or framerate.
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VortexHU
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« Reply #2 on: August 22, 2011, 10:58:33 PM »

i'm working on adding bot support, i should've mentioned that it's not there.
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— VortexHU —
Moixie
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« Reply #3 on: August 23, 2011, 09:35:10 AM »

Hello Vovo !!! (if you let me call you Vovo)

I'm too excited to write a short introduction, so let's start ! I know you can't wait more time ! and so do I !




Well, first of all, at the end of 5 minutes I felt so lost in the map that I made a plan of the 2 floors (see above, I guess we only see them). So, it's big... But untill I haven't played it with bots or real players, I can't tell if it's too big or not. However it looks globally nice and I love the shape it has on plans.

Then, let's speak about the map's look ! And I have only 1 problem... it's surely personal and don't search further but... I hate the strange which turns around some items (1rst picture).
I don't really like it for 2 reasons,firstly, because we can maybe don't see an ennemy behind it. and secondly, it doesn't really look so natural, even in an alien ship. it's only my personal opinion.
naturally, I have 2 propositions to replace it, if you ever wanted to:
_ there is a lamp above every item, maybe you could create a kind of force field which would come from the floor to the lamp at the ceillar. (Picture 2)
_ surely easier, you would just put the texture closer of the floor. (Picture 3)
Just a last thing, maybe adding another lamp or just a  plate below items would look good.

to conclude, I really like it and I'm looking forward to know how it will be in the comming version.


ps: By the way, would you want to organize some diferent games on a server with real players to see exactly how it is in game ?

pps:

plans' legend:

Orange circles: weapons (R Rocket Launcher / R Railgun  / S Shotgun / ... )
Orange squares: ammos  (R Rocket Launcher / R Railgun  / S Shotgun / ... )
Green circles: armor  ( | +5 / | +50 / | +100)
White circles: Healths ( H +5 / H +25 / H +50 / H +100 )
Blue/Red circles: flags/obelisk
White squares with up/down arrow: stairs/jump
« Last Edit: August 23, 2011, 09:48:27 AM by Moixie » Logged
Joshua
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« Reply #4 on: August 23, 2011, 05:14:28 PM »

I gave this a spin and I think you have some good ideas going here. I like the text above the weapons (I had a similar idea a few days ago, you beat me to it) but I feel that is something that should be the consistent for all OA maps. Like many have said, I'd like to play against some bots to see how the gameplay feels.

My only criticisms are it tends to be fairly plain/blasé and the flow is very flat.

I'm curious to see where you take this.
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VortexHU
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« Reply #5 on: August 23, 2011, 10:50:23 PM »

Hello Vovo !!! (if you let me call you Vovo)

can't stop you Wink

[spinning text]

i might try lowering the text and maybe using the weapons' symbols or a non-symbolic effect as you suggested.

ps: By the way, would you want to organize some diferent games on a server with real players to see exactly how it is in game ?

good idea, though i'm not available for that at least this weekend.
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— VortexHU —
VortexHU
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« Reply #6 on: August 23, 2011, 10:55:44 PM »

My only criticisms are it tends to be fairly plain/blasé and the flow is very flat.

i don't like how uniform it is, but i don't have much of a solution for that yet.

can you please expand on the flow issue? is it flat floors, large or useless rooms, what?
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— VortexHU —
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« Reply #7 on: August 24, 2011, 10:33:48 AM »

It looks really slick! I like it a lot, I can't wait to try out a few games on those winding corridors.

It would help to add arrows pointing where each base is located, it was easy to get lost.

To help the flow, it depends on the number of routes are available to your players. If they can only choose between going forwards or backwards most of the time, they aren't given a lot of options. Perhaps if you made some holes in the ceiling/floor to connect the bottom/top floors, people in the top floor could drop down or people in the bottom floor could rj up.
If two paths go by each other, you could make a window to connect the two. Making shots through a small impassable space is always rewarding Smiley

Thanks for the map!
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Moixie
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« Reply #8 on: August 27, 2011, 05:53:59 AM »

---------------------------------------------------------------------------------------------------------------------
good idea, though i'm not available for that at least this weekend.

Well, after some long seconds of negociation with Fufu about the date, we chose to organize it this evening around 19h/20h (CET/GMT+1) on the dL's Home (0.8.5 version). We are late but we hope you'll find this message firstly and then to see you there. We can eventually organize it later, something like tommorrow or next week if you prefer.

everybody is naturally welcome to come on the server to feel the saturday evening fever.

--------------------------------------------------------------------------------------------------------------------

BTW, I forgot to speak about 2 points on my last message about the map.

1°) I saw there were some spawn points out of the base on CTF. I don't really know if it's a crime. I never asked it to myself, but I don't really like it. At least for non-initial spawn points.

2°) I didn't notice before, but when we compare the 2 levels' plans with your last map "Pretzel", the global shape is the same ! or looks alike at least ! x)

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