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jay2
12-29-2014, 02:04 AM
Description:

Siege map with an industrial theme.

Some screenshots:
http://puu.sh/dNwhf/57cc14bd73.jpg

http://puu.sh/dNwhS/62e1088dbf.jpg

http://puu.sh/dNwiE/8001f99b27.jpg

http://puu.sh/dNwjn/03c8a3bc39.jpg

http://puu.sh/dNwjL/cd19249129.jpg

http://puu.sh/dNwkb/8cbb553ead.jpg

Special Thanks:

Me
Novak - For help with testing and ideas
Higor - For the ramp and BSP tips
Chamberly - For general help
Severed - For always being afk

UnrealKillers.com | UnrealTournament 1999 GOTY Community (http://www.unrealkillers.com) - For hosting and keeping Siege alive.

opengameart.org for the textures

Everyone that continues to play ut99

Download:
https://www.dropbox.com/s/8mnf5b4nraj9rwi/CTF-FuelToFire.zip?dl=0


Thanks for all support.

SAM
12-29-2014, 07:19 AM
Upped. Initial feedback is the map iA a bit large but a good large map. We played a 7v7

DANGERBOY
12-29-2014, 11:16 AM
The core house and the stairs were black for me for some reason lol. couldn't see shiet lel but the map is awesome

jay2
12-29-2014, 01:06 PM
Upped. Initial feedback is the map iA a bit large but a good large map. We played a 7v7

Thanks for this feedback.


The core house and the stairs were black for me for some reason lol. couldn't see shiet lel but the map is awesome


I will have to look into this. Are you using d3d or opengl?

SicilianKill
12-29-2014, 02:29 PM
Looks cool man! :)

DANGERBOY
12-29-2014, 06:10 PM
I will have to look into this. Are you using d3d or opengl?

Direct3d9

Chamberly
12-29-2014, 06:15 PM
Direct3d9

I use that and I don't get the black stair/hut... ??

Novak
12-29-2014, 06:16 PM
Let's get some good play out of this. I look forward to some feedback as this is the first real influence I have put into a siege map. Learning what works well here and what other possibilities might work are of key interest.

A lot of the design principles were to make it reasonably hard to get into base and help games last a good length while incentivizing a number of creative strategies for attacking that could propel a team to victory. Players can figure out what those strategies are for themselves. :)

Props to Jay for seeing this through.

jay2
12-29-2014, 07:04 PM
Direct3d9


This is obviously a texture/video rendering issue. For some odd reason your ut is having a problem rendering this wood texture.

http://puu.sh/dPdMD/89b84832cd.jpg

It's an easy fix though because all I have to do is change the texture :)

Chamberly
12-30-2014, 12:16 AM
I was thinking maybe High Details Actor was off (in d3d9's ini). But Idk.

~~D4RR3N~~
01-01-2015, 05:23 PM
This is obviously a texture/video rendering issue. For some odd reason your ut is having a problem rendering this wood texture.
What texture is that btw?

|uK|B|aZe//.
01-02-2015, 02:15 PM
great map

|uK|chiseller
01-02-2015, 02:23 PM
The map is quite alright despite being another sniper only map. Hey, I'm not complaining, I'm happy someone bothered to make something!
However, a suggestion:
It's way too easy to enter the base and nuke; put the core room further back (if possible), make the entrances a tad tighter.
BTW on the highest floor the hole on red's side doesn't have low gravity.

jay2
01-02-2015, 03:03 PM
I am back from my new years celebrations :)


What texture is that btw?

Custom.


The map is quite alright despite being another sniper only map. Hey, I'm not complaining, I'm happy someone bothered to make something!
However, a suggestion:
It's way too easy to enter the base and nuke; put the core room further back (if possible), make the entrances a tad tighter.


I will consider this, thanks.



BTW on the highest floor the hole on red's side doesn't have low gravity.


This will be fixed.

Thanks for all feedback. I Appreciate it.

jay2
01-06-2015, 02:42 PM
Some tips for newer players in order to make the gameplay better:

http://puu.sh/e9VhP/4cb499fce5.png

It is best to build supplier (around) here, so that you can see the enemies and get weapons at the same time

http://puu.sh/e9Vs5/2619c34773.png

This ramp can be used to dodge to this side bracket

http://puu.sh/e9Vwl/8fa47dd8e3.png

These can be used to get out of lava if you fall in

I'm also working on a new map ATM:

http://puu.sh/e9Wnn/711b0b095c.png

http://puu.sh/e9WqX/17f875c437.png

Not sure how well it'll do, but I'm going to release it anyway.

Thanks.

Moko
01-31-2015, 10:49 PM
The windows that are next to the tele in base are shoot-through-able I got pwned by a person on the other side shooting at me. D:

|uK|B|aZe//.
02-01-2015, 07:53 AM
Shoot-through-able isnt a real word :p

Chamberly
02-01-2015, 01:20 PM
https://www.youtube.com/watch?v=StZHvJwXxfE

Hahaha.

|uK|kenneth
02-01-2015, 03:35 PM
https://www.youtube.com/watch?v=StZHvJwXxfE

Hahaha.

WTF????

jay2
02-01-2015, 07:09 PM
WTF????

This was fixed a long time ago :p

Chamberly
02-02-2015, 04:10 AM
WTF????

I built a tele at the zone portal there so I can get into mid from my base, and even get into the other base from my base. LMAO.
This stuff been fixed tho, told jay about it and had fun. Still have this beta version on my server tho. :D so I can do it again anytime on there.

|uK|kenneth
02-02-2015, 09:50 AM
rofl what a huge map exploit.

HIGH[+]AdRiaN
02-02-2015, 03:05 PM
I was thinking maybe High Details Actor was off (in d3d9's ini). But Idk.
I loved this map, it's perfect for siege. The only problem is the difficulty for kill the core before the timeout, because or you nuke the core, or you nuke the defenses... i think would be better edit, or remove that glass core room

Chamberly
02-02-2015, 05:31 PM
AdRiaN;85656]The only problem is the difficulty for kill the core before the timeout, because or you nuke the core, or you nuke the defenses... i think would be better edit, or remove that glass core room

Or let someone nuke and be a supporter for the team... that's what I did and the team won. gg.

|uK|B|aZe//.
02-02-2015, 05:33 PM
Nothing wrong with the map. Well coordinated nuke runs will ensure you hit core

Novak
02-03-2015, 07:24 PM
AdRiaN;85656']I loved this map, it's perfect for siege. The only problem is the difficulty for kill the core before the timeout, because or you nuke the core, or you nuke the defenses... i think would be better edit, or remove that glass core room

Adrian, that is the difference between Jay's map and your map (Icarus). You still need to fix that map to put more barriers around the core which is the only thing holding back that map. It is a great map.

In an earlier build, the core wall structure was very different. There were about 4 different entrances with a front wall. I thought it was too easy to get in and felt that two, maybe three entrances would be best. The next build actually had a hole above the core, a third dropdown entrance. However, in looking at it it was clear that it would have been too OP to stand up there and ripper headshot the core for players like you so we went with the two entrances in the current build.

After seeing it play out some, however, I don't think it would be a bad move to re-introduce that 3rd entrance, a dropdown hole above the core useful for both direct core nukes and core shots from above considering the degree of difficulty of ending it that has been shown. My main concern with the design was that it would be too easy to end and it is better to err on the side of making it more difficult so the map can get some play and develop its character. I still wonder whether adding that 3rd entrance would make it too easy to do mass damage and end it too quickly in early- to mid-game stage.

This add-on for a subsequent version might be more practical if another idea I have been thinking about and have mentioned to Jay was implemented. That idea is to eliminate one of the stairway entrances and make it so there is one primary entrance. Probably re-work the lower area so maybe there is a 3rd lava entrance similar to Red-Command or Burning-2012 mid. Could throw a nice wrinkle in and then allow for the proper reward for getting to the core that way by having that 3rd dropdown entrance. As currently constructed, I think getting in isn't that difficult even when base is built and could be too easily exploited by players such as Adrian.

This last proposal isn't to replace the current version. Would be for a side-by-side version (like multiple versions of bathrooms with different attributes and playability) as well as a 4-way version. I believe in 4-way one of the stairs definitely need to be eliminated or it wouldn't be playable. This map, as is, isn't too far from deployment as a 4-way map, to the chagrin of certain admins I am sure. I also believe the build I am proposing would make this map more playable for games less than 12 or 14 players. I believe the current version of the map is optimized for 14-22 players, which is a good thing because most maps are not designed for that many players so it is nice to have that option.

In short, stay tuned.