Author Topic: ctf_Replay Layout  (Read 4123 times)

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Offline darDar

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ctf_Replay Layout
« on: April 14, 2014, 01:18:42 pm »
ctf_Replay by darDar & Akinaro:
Hello,

I made a layout for a new map today.
Version 1:



Version2:



Version3: (by Akinaro)


The red arrows describe where players should throw the flag to. The 40% transparent polygons collide the flags. Players can throw the flag to the lower route since the flags will collide there, unless they get unlucky and the flag will fall down to the bridge (only player collides). It will respawn pretty quick if it falls down there. The black polygons near the flag colliding polygons on low collide bullets.
I added flag colliding polygons above the both flag spawns as it was to easy to throw flag A to Flag B's spawnpoint before.


Those images are from the very first version.



The 'Bridge' uses 'only player collides polygon'.

The lower route is a bit empty yet and the textures are screwed up. I would be glad if you could either share your opinion/suggestions or test it!

Map is attached or just join the server below to get the map!
ctf_Replay & V2 are outdated versions.
ctf_ReplayV3 is the current version

Credits:

Akinaro for doing ctf_ReplayV3!
I took some sceneries by VirtualTT's map 'Beppu' - I hope that's okey!

released the map in the CTF/INF maps board.
This topic can be locked, thanks!

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« Last Edit: May 02, 2014, 05:37:48 am by darDar »
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Offline Akinaro

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Re: ctf_Replay Layout
« Reply #1 on: April 14, 2014, 01:59:29 pm »

*step away one metre of your screen, makes the map look better  :D


I prefer using ctr+ mouse scroll wheel ;] to zoom out :]


Beside I think by reading how its work its seems too complicated to play but when I find time I would check how its look in the game :D


EDIT: ok after minute of quick playing i think i like idea of hovering flags, but you could try make this map a bit wider(but its just my opinion because I dont like small maps).

PS compared to ctf_pyramid I see massive improvement in map polygons and sceneries :D amazing, add some shading, work on textures and you gonna have nice map(really I like idea of it, except this "cage" on bottom)
« Last Edit: April 14, 2014, 02:07:54 pm by Akinaro »

Offline darDar

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Re: ctf_Replay Layout
« Reply #2 on: April 14, 2014, 02:18:14 pm »
Quote
PS compared to ctf_pyramid I see massive improvement in map polygons and sceneries :D amazing, add some shading, work on textures and you gonna have nice map(really I like idea of it, except this "cage" on bottom)

Yea, the way of placing polygons is much better now. I watched some video on youtube where zakath is building a map & tried to adapt his way instead of creating overlapping polygons (like I did before)
« Last Edit: April 14, 2014, 03:09:38 pm by darDar »
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Offline darDar

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Re: ctf_Replay Layout
« Reply #3 on: April 15, 2014, 12:59:16 am »
I made a quick update fixing the textures on the middle route and giving some 2,5D effect to it.
I wanted to darken out the map ends since I don't like it if you can see the empty space but the way I used was bad. I added a ton of fog sceneries to there instead of creating black polygons and add only a few fogs between the black polygons and the normal one to make it look smooth.

The new screenshot has been added to the origian post below the first screenshot.

I attached the new version in the original post. (ctf_ReplayV2.rar)
« Last Edit: April 15, 2014, 01:58:29 am by darDar »
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Offline Akinaro

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Re: ctf_Replay Layout
« Reply #4 on: April 15, 2014, 02:40:28 am »
using tons of fog sceneries with alpha is a bit bad idea(especially fog/clouds), better merge them or use them only near the polygons and after that use black blank.png. Or use polygons with alpha on vertices(select one of vertex of polygon and set it opacity to 0%)


EDIT: I'm Sorry, I'm Sorry, I'm Sorry, I'm Sorry, I'm Sorry. I couldn't resist :[

I know that its your map but I had 3h time free, and no internet(and no games on my netbook) so I was checking my download folder and I found your map...  [pigtail]
« Last Edit: April 15, 2014, 08:19:07 am by Akinaro »

Offline darDar

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Re: ctf_Replay Layout
« Reply #5 on: April 15, 2014, 10:55:02 am »
Quote
I'm Sorry, I'm Sorry, I'm Sorry, I'm Sorry, I'm Sorry. I couldn't resist[/b] :[
No reason to be sorry about, I either have to say thank you again!
I like the new polygons on top a lot (marked in green)
But sadly you cannot make a law shot you could do in previous version - but I guess I can relinquish on that!
It just looked cool and gave another option to kill the enemy flagger or incoming enemies from top / or spawn.
The map looks very smooth & the bridge is very cool, I couldn't find a proper give for that before. I'm glad to have a proper background at the end of the map now instead of the mass fog! I'm going to adapt the style you used here for any other projects!

*added all map versions to the original post*
*fixed the collider on the lower right sandbag to be on the sandbag*
« Last Edit: April 15, 2014, 02:12:53 pm by darDar »
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Offline darDar

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Re: ctf_Replay Layout
« Reply #6 on: April 17, 2014, 09:20:54 pm »
Quick question:

What's the best solution to fix the bug that grenades go in between of two polygons ?



I can throw grenades in between the two polygons and they will pop out somewhere else. Should I just round the center? Or should I add another polygon behind the center?

What's the best & cleanest solution here?

Center = pink dots
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Offline Akinaro

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Re: ctf_Replay Layout
« Reply #7 on: April 18, 2014, 03:02:53 am »
overlap them or add invisible normal polygon on connection...

(I didnt test this map after I make it :D  )

« Last Edit: April 18, 2014, 03:06:21 am by Akinaro »

Offline darDar

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Re: ctf_Replay Layout
« Reply #8 on: April 24, 2014, 11:37:53 pm »
Will try to fix those 'nade bugs' soon and release it then in the CTF maps area.

Map feels pretty smooth in my opinion.  :)

Has a pretty good reputation from what I've heard so far!
« Last Edit: April 24, 2014, 11:39:32 pm by darDar »
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Offline Akinaro

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Re: ctf_Replay Layout
« Reply #9 on: April 25, 2014, 03:03:26 am »
because its true: map is fast, dynamic and idea for flags in air is perfect. I would love to see how it make in 3v3 in chaotic public server... I love it :D

Offline darDar

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Re: ctf_Replay Layout
« Reply #10 on: May 01, 2014, 02:07:41 am »
released the map in the CTF/INF maps board.
This topic can be locked, thanks!
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Offline As de Espada

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Re: ctf_Replay Layout
« Reply #11 on: June 10, 2014, 12:46:27 pm »
darDar, next time please use forum attachments to your screen shots. Those that you posted are 404 not found now.
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