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Gaming => Map & Model Tutorials => Urban Terror => Map Making => Topic started by: Casper on June 23, 2010, 05:45:29 PM

Title: ut4_FortFight_v1
Post by: Casper on June 23, 2010, 05:45:29 PM
New Map! i was trying to emulate the success of battlefielld and the like. A nice simple tdm or ctf map. And here it is, after just a day. I started it earlier today :D anyway, heres some screenies!

  (http://img251.imagevenue.com/loc362/th_29246_shot0001_122_362lo.jpg) (http://img251.imagevenue.com/img.php?image=29246_shot0001_122_362lo.jpg)(http://img210.imagevenue.com/loc420/th_29246_shot0002_122_420lo.jpg) (http://img210.imagevenue.com/img.php?image=29246_shot0002_122_420lo.jpg)(http://img102.imagevenue.com/loc65/th_29247_shot0003_122_65lo.jpg) (http://img102.imagevenue.com/img.php?image=29247_shot0003_122_65lo.jpg)
(http://img34.imagevenue.com/loc213/th_29247_shot0004_122_213lo.jpg) (http://img34.imagevenue.com/img.php?image=29247_shot0004_122_213lo.jpg)
     
A demo of me on the map and the map itself are available for download below :D
Feedback, feedback, feedback! tell me what you dont like about it or else i cant fix it :D im planning on redoing a lot of the textures, like the ground and sky already. I havent tested it for ctf or tdm, but i played three way ffa on it

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Title: Re: ut4_FortFight_v1
Post by: Biohazard on June 23, 2010, 06:10:28 PM
Well, looks like its off to a good start :) But from the screenies some of the textures look really repetitive and monotonous. That's why its v1 :)

Also...ITS BRIGHT haha. Maybe choose some different lighting settings? You are using q3map2build right? ...
Title: Re: ut4_FortFight_v1
Post by: Casper on June 23, 2010, 06:19:32 PM
Haha idk what happened with the lighting. The build I used worked fine every time till I duplicated the half to do both sides. Each base is supposed to have it's respective color light above it. But it's like the ambient lighting is just maxed now. So idk. I just wanted to get the gameplay testing done
Title: Re: ut4_FortFight_v1
Post by: Biohazard on June 23, 2010, 06:33:55 PM
Hmm, happy this happened to me once. There was an error in the bsp, and caused everything to work except the lighting. Maybe go through the building process and look for errors? No biggie, just get it fixed cause my eyes are burning. D: lol
Title: Re: ut4_FortFight_v1
Post by: Casper on June 23, 2010, 07:07:51 PM
Lol yea. It bugged me too haha. I'll get it fixed tomorrow if i find the problem
Title: Re: ut4_FortFight_v1
Post by: SnKQuaKe on June 23, 2010, 11:29:40 PM
I thought about editing battlefield but that would just be insulting, Its already a damn good map, Accept I wish there were sounds played globally when entering the sniper bunkers.. :)
Title: Re: ut4_FortFight_v1
Post by: SnKQuaKe on June 23, 2010, 11:31:32 PM
Ok what i like, The use of the "jump pads" very interesting. Could be put to good use.

What i don't like. That center wall combined with those jumppads as configured is going to = a grenade fest. (I think)

There is my take on it. Keep it up.
Title: Re: ut4_FortFight_v1
Post by: Casper on June 23, 2010, 11:56:27 PM
Hm what about it will make it a nade party? I've wanted to change the middle wall for a while, I just haven't known how. The wall needs to be there so it isn't an instant pass to the other side. U gotta hit it just right to do that and I don't even like when that happens. If u manage to hit the pads right, u could get the flag and get back in 9 or 10 seconds :/
Title: Re: ut4_FortFight_v1
Post by: SnKQuaKe on June 24, 2010, 04:38:42 PM
On a busy server, Nades would get tossed back and forth over the wall, and anyone taking those jump shortcuts will push right into the kill zones. HKs would also be quite effective over that wall. That is what i meant :)
Title: Re: ut4_FortFight_v1
Post by: Casper on June 24, 2010, 04:53:23 PM
ohh. well just dont be slow :p lol. i see your point, but i cant think of any way to fix that
Title: Re: ut4_FortFight_v1
Post by: SnKCoffeeBlacks on June 24, 2010, 08:20:05 PM
Not that this wouldn't be a great map, but alot of "beggining" mappers start by creating a large box, and filling it up with boxes and walls and such. Try to expand yourself to have separate rooms and areas, you'll learn alot and look at the mapping process more creatively  :D
Title: Re: ut4_FortFight_v1
Post by: Casper on June 24, 2010, 09:10:02 PM
I usually dont do maps like this, but my concept behind this one was get the good parts of battlefield: mostly the simplicity of it. Although i have complicated it a bit more than i planned...
Title: Re: ut4_FortFight_v1
Post by: SnKQuaKe on June 24, 2010, 11:34:11 PM
I think we need a space map, Like Quake 3..  Mirrored CTF or something :P

That is similar to battlefield
Title: Re: ut4_FortFight_v1
Post by: Lurker on June 25, 2010, 04:23:35 PM
I think we need a space map, Like Quake 3..  Mirrored CTF or something :P

That is similar to battlefield
Oh quake.
Title: Re: ut4_FortFight_v1
Post by: SnKQuaKe on June 25, 2010, 06:48:21 PM
Heres my replacement idea for the central wall.

Maybe once you hit the top floor you can take a jump pad to a new side areas up and out of reach except for making it all the way to the roof :P



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Title: Re: ut4_FortFight_v1
Post by: Casper on June 25, 2010, 09:09:46 PM
I'd have to expand the level quite a bit to make room for that :p although i like the idea of the middle being a building kind of thing... :D
Title: Re: ut4_FortFight_v1
Post by: SnKQuaKe on June 25, 2010, 10:15:17 PM
Is it too big? :)

Grid size 7 its 7 units deep. 22 wide maybe, But there is a lovely little feature called arbitrary scale, you could shrink such a structure down easily. Or, The easier option probably, Create your own. Because I use alternate texture projection in Radiant. Because Tank's system cannot do without, And i like to keep our maps compatible. :P