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Thread: CTF-Cornetto

  1. #1
    Vego's Avatar
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    CTF-Cornetto

    I was bored yesterday so i made a map.
    I wanted to make it in a more oldschool style, like coret (which is one of my favourite maps and which i took a lot of inspiration from) so it doesnt have a whole bunch of z-axis action but i tried to not make it cramped.
    it was just a short build for fun but comments are appreciated

    Its fully botpathed and has weapon pickups.

    Click image for larger version. 

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  2. #2
    Whicked Sick Higor's Avatar
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    That sums it all.
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  3. #3
    Whicked Sick Higor's Avatar
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    On a more serious note:

    Kickers are triggers, you don't need an extra trigger for the sound effect.
    Red flag plz.
    Screenshots are nice, make one.
    I see some disconnected LiftExit nodes, these paths don't do anything special on their own.
    Excess path nodes doesn't always mean better navigation, and items generate their own paths above them so no need to cover those with pathnodes.
    It could use some more semisolid geometry, but it's a matter of tastes when the polycount/nodecount don't exceeed 10k/20k.
    Zoning the map will give great results.
    Turning the test cubes outside the map into additives after the map is finished is a good practice, reduces size and complexity.
    Merging complex into semisolid pillars is another good practice.

    Great map, great detail, great lighting, I'd vote it on the Siege server loads of times.
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  4. #4
    Vego's Avatar
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    Thanks Higor, ill look into the zoning, kicker sounds and the other things.

    the lift-exits was an attempt to get the bots to jump down when spawning above flag, but it was probably pointless . No idea why the screenshot didnt show up though.

  5. #5
    Whicked Sick Higor's Avatar
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    If you're interested, you may remove all PathNode, LiftExit actors (except defense points) and then import a new set of navigation points from a T3D file I can make.
    Last edited by Higor; 01-25-2014 at 09:59 PM.
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  6. #6
    Administrator |uK|chiseller's Avatar
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    I approved the screens, looking good

  7. #7
    The Best There Ever Will Be! |uK|B|aZe//.'s Avatar
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    nice

  8. #8
    Whicked Sick Chamberly's Avatar
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    I looked at the ss, the 1st one kinda remind me of Nexuzi games lol... if you ever played it.

    I'll download it and look over it later when I get back from work.


    http://irc.lc/globalgamers/uscript for uscript discussion.

  9. #9
    Vego's Avatar
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    testplayed the map against some godlike bots and it was a lot more fun than i expected.
    @Higor if you would like to botpath properly I would appreciate it, if you upload a t3d file with only pathing i will fix the other issues and upload an updated version.
    (be aware though that EVERYTHING is out of grid because i used mapscale to scale it down a tiny bit but its not an issue unless you accidentally move a brush)
    Last edited by Vego; 01-28-2014 at 05:40 PM.

  10. #10
    Moderator TimTim's Avatar
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    @Vego Are you aware of GU's mapping contest? There's a couple of months left and prizes for the top 3 winners! Global Unreal - Mapmaking Competition

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