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[CTF]Attic

#1
hey,
i'm still learning how to use NetRadiant and since a while i'm working on my first ctf map.
It's rather big, enclosed map.

UPDATE:

http://ompldr.org/vOHU0bg/attic_v1r3.pk3

[Image: c47nhd4yi1kg2xdjmedu_thumb.jpg][Image: q3xg8forgu6tk8e4d0yq_thumb.jpg][Image: erygmoysjb2niyn9vhpv_thumb.jpg][Image: hg81d18t3f5ifwh4w1lm_thumb.jpg][Image: vsk5w248t4grxgc0e1xf_thumb.jpg]
<Halogene> ok "n1" means "nice one"
<Halogene> "gl" means "good luck"
<Halogene> "fu" means "wow that was wickedly nice that frag"
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#2
me lost the orientation
<Samual> I am the most unprofessional developer ever
<bluez> halogene, you make awesome music, but you have no clue about ctf.
<Halogene> I didn't know mappers include some mysterious waypoints so members of the BOT clan can navigate a map?
<divVerent> if you don't pay for a premium account, your movement speed is limited to 100qu/s
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#3
It's a little confusing at first, probably because of it's size, but this is a quality CTF map guys & guys, perfect for 5v5 or more.
[Image: 542.png]

#deathmatchers @ irc.quakenet.org

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#4
yes would be great 5v5. some nice detail work. well done Smile
There's nothing better than getting off you butt and contributing to a community. There is no excuse when it comes to computers. Spend a little of you playing time, giving back Smile
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#5
This map looks nice.

I noticed a few pieces of invisible wall around the windows at the bases:
[Image: xonotic000169.th.jpg]
[Image: xonotic000170.th.jpg]
[Image: xonotic000173.th.jpg]

There were also a few textures missing:
Code:
maps/attic_b1.bsp: could not load texture "textures/trak5x/light-light3a-surfacelight"
maps/attic_b1.bsp: could not load texture "textures/exx/floor-crete01-phoenix"
maps/attic_b1.bsp: could not load texture "textures/trak5x/light-light2d"
maps/attic_b1.bsp: could not load texture "textures/NULL"
maps/attic_b1.bsp: could not load texture "textures/trak5x/light-light2c"
maps/attic_b1.bsp: could not load texture "textures/exx/floor-crete01-phoenixb"
maps/attic_b1.bsp: could not load texture "textures/trak5x/light-light2b"
which gave checkerboard textures around the place (tested using the latest xonotic git as of the time of this writing).

The item layout here seems a bit random to me; I'm not really sure why these four items would be spread evenly across the room as they are. But I guess that's not really important... Wink
[Image: xonotic000179.th.jpg]

There's also a thin gap along this edge in the wall next to the flag (at either base), which lets you see inside the wall.
[Image: xonotic000180.th.jpg]

Overall the map looks good, and I look forward to playing it. Nice work!
[Image: 769.png]
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#6
I like the concept and design. Good details!

I ran back and forth through it several times... and I still don't quite understand the layout. Haha. That is fine though, in my opinion. Smile
Proverbs 25:8 Go not forth hastily to strive, lest thou know not what to do in the end thereof, when thy neighbour hath put thee to shame.
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#7
(12-08-2010, 12:29 AM)harry_ftw Wrote: I noticed a few pieces of invisible wall around the windows at the bases
i know about those and, to be honest, have no idea what is causing this. Other windows are ok. Also why, in one case, it shows half of the textured surface and another half of the same surface covered with the same texture is an invisible wall...

harry_ftw Wrote:There were also a few textures missing
as you can see, i was using textures only from official texturepacks. And it works for me Tongue
Again, i have no idea why those textures are missing...

harry_ftw Wrote:The item layout here seems a bit random to me;
generally item layout is a bit random Smile feel free to suggest how to make it better.
<Halogene> ok "n1" means "nice one"
<Halogene> "gl" means "good luck"
<Halogene> "fu" means "wow that was wickedly nice that frag"
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#8
(12-08-2010, 04:54 PM)kuniu the frogg Wrote:
(12-08-2010, 12:29 AM)harry_ftw Wrote: I noticed a few pieces of invisible wall around the windows at the bases
i know about those and, to be honest, have no idea what is causing this. Other windows are ok. Also why, in one case, it shows half of the textured surface and another half of the same surface covered with the same texture is an invisible wall...

I have no clue about anything and neglectable experiences with NetRadiant, so never mind me, but maybe there are two identical brushes at that location or two brushes having a face in at least partly the same place? Just a thought of a blind man poking in the dark with his stick for a light switch.
[Image: 249.png] Latest track on soundcloud: Farewell - to a better Place (piano improvisation)
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<ZeRoQL> i think i got 1 proper quad and that cunt halogen fuck me over with a laser
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#9
thank you for your kindness Halogene but, unfortunately, blind man missed that light switch this time.
<Halogene> ok "n1" means "nice one"
<Halogene> "gl" means "good luck"
<Halogene> "fu" means "wow that was wickedly nice that frag"
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#10
Heh, 5on5 you say? This place could hold more than that!
Nice job and Good Luck.
nowego [MLP:FiM]
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#11
Finally released! Big Grin Looking forward to test it with people.
As I told you, I would put ammo boxes around the weapons. Wink
[Image: 21.png]
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#12
I'm moving in circles... Big Grin

One thing: almost all the brushes are structural (except the bases). You should make more detail brushes.

Portal Viewer:

[Image: 1b4nn36u2gfsbu6uqzx2_thumb.jpg]
somewhere
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#13
(12-08-2010, 04:54 PM)kuniu the frogg Wrote: generally item layout is a bit random Smile feel free to suggest how to make it better.
To me it would feel more natural having the items running along the walls, rather than across the room. Also as Mirio suggested, they would probably look more "at home" if they were put in ammo boxes or at least had their environment somehow changed to make it look more like they belong there (like how you have slightly raised platforms beneath the weapon pickups). I think this would make the map feel a bit more polished, but it's just a matter of opinion and I won't take it too hard if you disagree. Wink
[Image: 769.png]
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#14
harry_ftw Wrote:I noticed a few pieces of invisible wall around the windows at the bases:
fixed.

Also there are some ammo layout changes, like Mirio and harry suggested. Monad should be pleased too Smile

http://ompldr.org/vNm84bg/attic.pk3

(new download link also in first post)
<Halogene> ok "n1" means "nice one"
<Halogene> "gl" means "good luck"
<Halogene> "fu" means "wow that was wickedly nice that frag"
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#15
I'm pleased Smile
somewhere
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#16
EPIC MAP FOR 5V5 CTF!!111 :O

This is your first CTF map? Absolutely unbelievable! Get it into the GIT repository will you :p
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#17
Played it today with some ppl on 5v5 and what should i say ?

O M G - AUSTOM, really austom!


Please more such maps.
[Image: Sigsig.jpg]
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#18
i'm really glad you guys like it.

(01-22-2011, 08:55 PM)FruitieX Wrote: Get it into the GIT repository will you :p

if you're serious about it, then i will need some serious help, as i don't know even where to start.

Also, you can get it into GIT yourself, just like DivVerent did with my previous map, Abandoned.
<Halogene> ok "n1" means "nice one"
<Halogene> "gl" means "good luck"
<Halogene> "fu" means "wow that was wickedly nice that frag"
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#19
http://forums.xonotic.org/showthread.php...0#pid16390

that should get you started. I would also suggest getting on to irc.freenode.net irc channel, #xonotic if you havn not already.
Master of mysterious geometries

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#20
indeed, epic map for 5v5ctf or more Big Grin
He can talk the talk, but can he caulk the caulk?
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#21
UPDATE

little change in flag platform.
Take a look at the crosshair, it's pointing at the first roof-lamp. It's broken. Mirio was jumping into it so often while escaping with enemy flag, that it just gave up. (Mirio, i hope you were wearing a helmet or something...)
[Image: 67ngh7bdok96ri5d8c6v_thumb.jpg]

Also, i added 50HP in the corner between nex and rocket launcher:
[Image: ncvcf1zv32izhamnna5_thumb.jpg]

Some visual changes, for example:
Walls are now painted with team colours more than before:
[Image: j4ljctb0fcrjdhoud6w_thumb.jpg]

floor-lamps are not sticking out now and have new texture Smile
[Image: h88cpa666ioj9lpit398_thumb.jpg]

much more player-clipping is done, for example you shouldn't be able to get stuck near any jumppad, roof structures in corridors between bases are also clipped:
[Image: 1mid3qowubx2c2i4lvvl_thumb.jpg]

I was trying to fix problems with grid reported by tZork. I hope it's better now.

http://ompldr.org/vN2RlNw/attic_v1r2.pk3
<Halogene> ok "n1" means "nice one"
<Halogene> "gl" means "good luck"
<Halogene> "fu" means "wow that was wickedly nice that frag"
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Frogg on Instagram
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#22
+1 for team color on the map, will help us not get as lost... Smile
nowego [MLP:FiM]
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#23
YaaaaaY!
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#24
hey,

Another release of Attic is coming.
Another portion of bugs reported by players is fixed.
The most important change i think is that stairs are "user-friendly" now (they were sometimes REALLY annoying before).
Also Attic finally has bot waypoints (special thanks to nowego).

get it, test it, play it!

http://ompldr.org/vOHU0bg/attic_v1r3.pk3
<Halogene> ok "n1" means "nice one"
<Halogene> "gl" means "good luck"
<Halogene> "fu" means "wow that was wickedly nice that frag"
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Frogg on Instagram
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#25
this map is now also available on autobuild server:
http://beta.xonotic.org/autobuild-bsp/?n

it's the same as v1r3, but this one also supports Onslaught.
I'm not sure if Attic will work with this gamemode but hey, why not give it a try Smile
<Halogene> ok "n1" means "nice one"
<Halogene> "gl" means "good luck"
<Halogene> "fu" means "wow that was wickedly nice that frag"
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Frogg on Instagram
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