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[CTF] Classic - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Map Releases & Reviews (https://forums.xonotic.org/forumdisplay.php?fid=13) +--- Thread: [CTF] Classic (/showthread.php?tid=6062) |
[CTF] Classic - Brot - 03-05-2016 I'ts a simple ctf map. The map is better than my first map but it's still not a masterpiece ![]() https://www.dropbox.com/s/3z6tt08y5j84ix7/classic.pk3?dl=0 New Link ![]() ![]() ![]() RE: [CTF] Classic - SpiKe - 03-12-2016 Hi Brot, Nice work! You improved a lot since your first map ![]() The map layout is simple and it should work good for 1v1 or 2v2CTF games. Having a vortex in such a small map will be very challenging :p A few technical issues though: - When you load the map, there's a warning in console about a spawnpoint inside a brush (it means you won't be able to spawn here!). It's that one: ![]() - Please use the caulk texture, it will improve the map performance! ![]() ![]() You should put caulk on every surface that the players can't see, especially the surfaces "outside" of the map (screenshot above) and the surfaces at the intersection of 2 brushes, like these ones: ![]() To avoid "caulking" everything manually, you can check these 2 options in NetRadiant preferences: ![]() ![]() With these options, every new brush you create will be covered with caulk, and every time you use the clipping tool, the new surfaces you create will be caulked too. - You can also make use of detail brushes (select the brushes then press Ctrl+M). The lamps, the ramps and maybe even the bridges should be detail brushes. If a brush isn't essential to the geometry of the map, make it detail, that way your map will compile faster and will perform better in-game. See this tutorial for more information: http://fr.ws.q3df.org/level_design/detail_brushes/ Keep up the good work and have fun with mapping! ![]() RE: [CTF] Classic - Brot - 03-13-2016 Thanks for the Answer, I've just uploaded a new version with caulk textures and fixed spawnpoint ![]() |