Author Topic: [CTF] Blood for the Blood God  (Read 263 times)

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Offline Aeronic

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[CTF] Blood for the Blood God
« on: July 01, 2020, 01:17:50 pm »

Not a fan of spamfests, ctf_Blood is an attempt to increase the dimensions of how modern CTF is played, without rocking the boat (too much)...  Intended as a sort of return to some of the great maps I remember, but with some twists as well. 

Currently in beta, pending testing and feedback, which with some luck is something the remaining CTF players are interested in providing.

My aims were for the map to:
  • Maintain a tight focus on action
  • Give players space to breathe without breaking cohesive design
  • Expand player options: 3 routes; nadeboost locations; flag throwing between routes - all (hopefully) viable, and which have their own pros & cons that must be weighed up on the fly
  • Design that would encourage players to use all tools at their disposal
  • Look good
  • And hopefully be fun for players of all skill levels. 

Something in particular I'd like feedback on are the grenades hanging off ropes, which can be jumped off, using the same technique for the boost lines in hns_Bigi (thanks to Rusty for the suggestion).  Not sure if they make escape too quick via the bottom route for CTF. 

Note: waypoints are implemented and bots can cap, but errors in the bots' pathing are very common, slowing their movement down a lot. 

You can also find this map on the steam workshop here.  If any updates are made, they will appear there as well. 


Also included is a Hide & Seek version.  hns_Blood has a few changes, mainly the inclusion of more jumpable nades across the mid route, and the top route has been opened up. 

hns_Blood is currently available on Midgard's HNS server, and also as both hns_Blood and s1_Blood on their Run server. 


Latest update contains improvements and fixes as per homerofgods' feedback.  Also includes several other visual and poly improvements, and a few minor tweaks. 

The map should now be fully playable for those who have disabled background scenery rendering. 
« Last Edit: July 10, 2020, 03:58:40 am by Aeronic »

Offline Savage

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Re: [CTF] Blood for the Blood God
« Reply #1 on: July 01, 2020, 02:17:45 pm »
Beautiful map :)

Offline soldat-game

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Re: [CTF] Blood for the Blood God
« Reply #2 on: July 01, 2020, 02:28:31 pm »
this vertical light pole is a nice idea but it doesn't fit in with other elements with light.

Offline Aeronic

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Re: [CTF] Blood for the Blood God
« Reply #3 on: July 06, 2020, 04:26:27 pm »
I have to admit, I had grander plans for the lighting.  It just got to a point where I didn't want to clutter things too much or change the aesthetic - I'd gotten used to it and thought it looked fine. 

Given I was mainly concerned with how the map plays, I simply left it in for the time being.  I think it's only going to be a concern if players think it's too distracting or otherwise interferes with gameplay. 

Thanks for the feedback though

Offline homerofgods

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Re: [CTF] Blood for the Blood God
« Reply #4 on: July 08, 2020, 08:54:01 am »
Really nice! I tested the ctf map. Love the .gif nades, bouncy polygons and the dead bodies.
1. I don't see the middle statue. Check again what scenery is back/front. I generally play with background scenery off and have noticed a bunch of maps that should have double-checked this.
2. The middle triangle thing shows as a white square for me. Missing scenery?
3. Texture looks stretched at some places. I don't know if it is possible to fix or do better:
4. Hard edged polygons. Maybe it's possible to make the texture go through several polys in a better way?
« Last Edit: July 08, 2020, 08:55:56 am by homerofgods »

Offline Aeronic

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Re: [CTF] Blood for the Blood God
« Reply #5 on: July 08, 2020, 07:34:23 pm »
Ugh, I had an issue where I had to replace that "missing" scenery file and I named it incorrectly.  Thanks for pointing this out, other feedback I'd seen showed other people must have still been using the old graphic!

I've replaced the attachment and adjusted the download link accordingly, but if you've already downloaded the map you can simply rename ay-crystal to ay_crystal and you should be good to go. 

As for the other issues:

1. The only people who've had difficulty seeing the statue in the past in my experience had animated scenery or background scenery disabled.  It's not animated, but it is background.  I didn't realise this would be a problem when making the map, and will make sure all necessary scenery files are not set to be in the back in the next revision.  It looks like you're missing some other key graphics, too. 

3. As for the uneven texturing, I didn't even think anyone would bother to notice, but you're right.  I will improve that in a future revision. 

4. Could you describe what you mean in more detail?  Those platforms on either side of the missing graphic crystal should simply have higher poly count to make them look better? 

Offline Aeronic

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Re: [CTF] Blood for the Blood God
« Reply #6 on: July 09, 2020, 08:28:05 am »
I've made some further changes, hopefully doing enough to address your concerns. 

Scenery instances are now properly set so that people who have disabled background scenery from loading will be able to see all important ones, and can now actually be able to properly play the map. 

There are some other tweaks and fixes as well, e.g. some minor poly adjustments, adding nades to roof of the top route, etc.. 

Copied the alterations over to the hns version, too. 

Let me know how it turns out :)