1up Clan Forums

Gaming => Map & Model Tutorials => Urban Terror => Map Making => Topic started by: SNK_MFER on February 04, 2010, 02:08:11 AM

Title: ut4_floyd
Post by: SNK_MFER on February 04, 2010, 02:08:11 AM
My attempt at mapping. Screenshots of first map with only 2 hours behind it.

[attachment no longer available]
Title: Re: ut4_floyd
Post by: inka on February 06, 2010, 12:36:39 AM
=D
good map
just fixup the boxes
Title: Re: ut4_floyd
Post by: Shans on February 13, 2010, 07:40:37 PM
That's a really fun map man. The screenshots don't look as good as the actual map  8)
Title: Re: ut4_floyd
Post by: SNK_MFER on February 13, 2010, 10:22:11 PM
Ron said it's going up tonight.
Title: Re: ut4_floyd
Post by: SNK_MFER on February 13, 2010, 11:15:59 PM
Here's a download if anyone want to test it.

paintboxdesign.com/docs/ut4_floyd.pk3
Title: Re: ut4_floyd
Post by: GoogleIt on February 14, 2010, 02:55:05 AM
its swe333t
Title: Re: ut4_floyd
Post by: RonaldLee[1up] on February 16, 2010, 09:46:03 AM
This map will replace ut4_dressingroom on 1up Fun Server. This map will also be included in regular FFA cycle.

Progress. Map uploaded to auto-download server, 1up Fun Server, 1up FFA, 1up Domination, 1up Private, and 1up Public TS. Clean Screenshot taken and submitted to Tesla[1up].
Title: Re: ut4_floyd
Post by: SnKMaddog on February 20, 2010, 05:43:34 PM
Great map. 

Fix the invisibility issue.  Kinda strange shooting someone who doesnt exist.  Pretty funny actually.  Blood is coming from nowhere.  ;D
Title: Re: ut4_floyd
Post by: SNK_MFER on February 20, 2010, 06:32:36 PM
Great map. 

Fix the invisibility issue.  Kinda strange shooting someone who doesnt exist.  Pretty funny actually.  Blood is coming from nowhere.  ;D

Where does it occur? Can you get a demo?
Title: Re: ut4_floyd
Post by: RonaldLee[1up] on February 20, 2010, 08:40:40 PM
I saw it today for the first time. Blue guy was standing on a box shooting me and from my point of view at first he/she was invisible. I shot back in that direction and blood was in the air. so I moved forward and to the right a bit next to the wall and the player appeared.

On TDM, come out of the red spawn. Go along the wall that is next to the long upper leading walkway. See the pic I attach. You can see the area from the screenshot of the map. These are not great shots attached, but the boxes along the wall where the red circles are show the area, but of course there happens to be a pillar in the way of the exact spot (in these pics), yet you should be able to find it easy now. Come out of red spawn and hug the wall up to the first set of boxes, look up and that is the impacted area.

[attachment no longer available]
Title: Re: ut4_floyd
Post by: DankRider on May 05, 2010, 09:57:42 PM
Comments:
Floyd is a fun action packed map. It may play quite well as a CTF map.

Constructive Criticism:
- Spawns groupings are really tight making it easy to spawn camp.

Question:
- Have you thought about spreading out the spawns and adding Flags for CTF?  or maybe CAH?

Conclusion:
- Couple of minor modifications this could be an exciting action packed CTF map.
- Regardless this is a well thought out map for a first time mapper. 
- Great job and thanks for the contribution.
Title: Re: ut4_floyd
Post by: SNK_MFER on May 05, 2010, 10:14:40 PM
Thanks guy,

Floyd 2.0 should be ready in a couple weeks. Tank showed me how to fix our "invisible man" error. So there should be no more issues with that. I may have to remove a couple boxes but hopefully not.

Regarding CTF, I believe the map already contains the flags although in the two corners but I thought with the nature of the map and the current spawn points that with any game with more than 6 players would render CTF almost impossible. My only other option that I could think was to place the flags at the top of the ramps, but then that would make them incredible close to each other.  CAH might actually work a little better than CTF since there is no "return to base" aspect. But really, other than that I just can;t think of any good flag placement spots.  Let me know your thoughts on flag placement.

Regarding spawn points, the next version will contain spawn points along the elevated hallways as well as in the trench beneath the current spawn points. I may even through a couple in the two corners that are not currently spawn points. I entertained the thought of spreading all spawn points through out the entire map there for eliminating a blue and red base, but placing all spawn points backed into corners so you would not spawn with someone behind you. Any thoughts on that idea?
Title: Re: ut4_floyd
Post by: DankRider on May 10, 2010, 09:20:47 PM
After checking out the map again it does not have CTF.  :'(

-= regardless some food for thought =-
If you did add CTF you may be able to do something creativity like a button that activates a moving component that hides the flag. Or simply placing the flag in the middle of a bunch of breakable box's.  -- Seems like most of the 1up maps have a creative element (buttons, transports, weapons, exc.) , kinda what made me think about some creative adjustments for floyd.

just some thoughts. I look forward to the update.
Title: Re: ut4_floyd
Post by: RonaldLee[1up] on June 13, 2010, 01:27:21 PM
SnKMFER,

I would like to you to pull that box out of the wall texture so that invisible people problem would be over.

Please make this repair to the map.
Title: Re: ut4_floyd
Post by: SNK_MFER on July 04, 2010, 09:51:34 AM
Floyd V3 is up , sorry for the delay. Hope everyone enjoys the update.
Title: Re: ut4_floyd
Post by: PsYc0TiC on July 05, 2010, 07:04:24 PM
Floyd V3 is up , sorry for the delay. Hope everyone enjoys the update.

v3 has a small problem...

When used with FFA everyone spawns in the exact place and it causes a big issue. I do not know about any other game mode.

v2 worked fine
Title: Re: ut4_floyd
Post by: SNK_MFER on July 05, 2010, 09:49:47 PM
When used with FFA everyone spawns in the exact place and it causes a big issue. I do not know about any other game mode.

That would be Tanks fault lol, he took out all my world spawns, but TDM should be working fine which I think is what it is primarily played as.
Title: Re: ut4_floyd
Post by: SnKQuaKe on July 05, 2010, 10:29:31 PM
Didnt Tank take them out because you put the wrong ones in? So you could put the right ones in? I think so.

Since when is this a FFA map?
Title: Re: ut4_floyd
Post by: SNK_MFER on July 05, 2010, 10:36:30 PM
The ones he took out, worked with FFA (at least they did in the earlier versions) He did say they were the wrong ones and took them out. So I'm not sure if he was wrong or it was a fluke that they did work. However I never anticipated this map being played as a FFA so I didn't bother to put them back in.
Title: Re: ut4_floyd
Post by: SnKQuaKe on July 06, 2010, 02:03:19 PM
Yeah info_ut_spawn would have been the correct spawns, Perhaps there are subtle differences between that and the info_player_starts you used.
Title: Re: ut4_floyd
Post by: Dougy on July 10, 2010, 07:54:54 PM
I have to admit floyd is a pretty sick map if i may say so, and i am liking the new installments and features you are adding such as ramps etc :P

Keep em coming