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 splatctf1 by Splat 
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Joined: Fri Jun 11, 2010 8:06 am
Posts: 71
Post Re: splatctf1 by Splat
Well, It's CTF so that good right off the bat :D

From that last shot there, although you can't really see a lot, looks like there is limited
floor space in the flag room? If that green texture is slim/lava, then hopfully there will
be a few strones etc to stand on :)


Tue Jul 13, 2010 5:38 am
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Joined: Sat May 01, 2010 4:27 am
Posts: 31
Post Re: splatctf1 by Splat
That view is actually half of the center area with the circle at the bottom marking the location of the red armor. The green area is actually water that has green fog. Haven't tested how that will look yet. There is a a wee island pokin up in the water and most areas are an easy jump to the bridge or island from the sides.

I have a bit of tonight and tomorrow night to work on it and then I'm gone for the weekend. But I'm hoping to have a beta (no clipping, sounds, bot support, lighting enhancements, etc) by next weekend.


Wed Jul 14, 2010 12:35 am
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Post Re: splatctf1 by Splat
looks fun and interesting. can't wait to see the final view with textures and lighting.


Fri Jul 16, 2010 12:15 am
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Post Re: splatctf1 by Splat
Last weeks progress. Should have a ruff beta up hopefully tomorrow night


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Wed Jul 21, 2010 5:28 am
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Post Re: splatctf1 by Splat
Well here goes nothing. I'm hoping that the layout is acceptable for good CTF play but now is the time before I go to the next step to make any changes. There is nil for clipping at this point and my lighting is very very basic. I need advice on how to proceed. I've tried other lighting and my terrain looked alot less blocky so any pointers would be great. I still have lots of work to get it ready for the deadline.

The beta can be downloaded here: splatctf1-beta3a.zip

Thanks in advance.

Splat

Some in game screenshots:


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Fri Jul 23, 2010 12:34 am
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Post Re: splatctf1 by Splat
nice I like that last shot especially

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Fri Jul 23, 2010 1:38 am
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Post Re: splatctf1 by Splat
Just checking out the layout and items so far, I think you should continue with
the kind of style/structures you have in base, and carry those into mid a little too.

The rockwall at mid is too blocky and straight, both along the top, and the front faces, imo.
You could do with some awesome rockwall work, if you've got the time ;)

Here's a smaller section of cool rock from one of Sock's maps.

Oh, and you should maybe swap/replace RA with a powerup :)

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Fri Jul 23, 2010 6:34 am
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Joined: Sat May 29, 2010 3:17 pm
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Post Re: splatctf1 by Splat
Yes, Phong Shading looks always nice and easily done!

- I don't like that gothic floor inclusive pentagram on the first pic on which the RL is laying on. Perhaps some terrain texture or well, at least use another RL decal or smth.

- I would also recommend using a small playerclip at the jumppad with the trim patch above, nothing is more annoying than getting stuck and lose speed.

- I think you should also higher the water in the middle a bit, so you can also get out of the liquid onto the patches.

- And make the escaping jumppad at the flag more obvious. I like the idea, though =)

- And your AMD banner is a bit misaligned.

But thumbs up! This map looks so much more evolved than your last one!


Fri Jul 23, 2010 9:17 am
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Joined: Mon Apr 26, 2010 4:49 pm
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Location: Somewhere near Berlin
Post Re: splatctf1 by Splat
Fun map is fun! I love the jumppad you have there behind the flag.. because you can totally abuse it in cpm. =)

Related: http://www.youtube.com/watch?v=t4Srzjryxy0

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Fri Jul 23, 2010 2:56 pm
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Post Re: splatctf1 by Splat
cityy wrote:
Fun map is fun! I love the jumppad you have there behind the flag.. because you can totally abuse it in cpm. =)

Related: http://www.youtube.com/watch?v=t4Srzjryxy0


Indeed. I was doing this on defrag. Managed to get 00:05:490 seconds with rocket. :D

Remember to clip! The bases and mid area are a tad small. It also begs for a power up.

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Fri Jul 23, 2010 3:35 pm
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Post Re: splatctf1 by Splat
I have 6.5xx w/o anthing. But I have a 5 secs route. I will do this later this day and upload.
Splat please put the target_position more away from the stairs. I always hit it directly and stand still afterwards. Always need to break. Clip the rockwalls so nobody can reach the void and perhaps add a light in those big holes before the flagroom.


Fri Jul 23, 2010 3:41 pm
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Joined: Sat May 01, 2010 4:27 am
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Post Re: splatctf1 by Splat
Thanks all for the quick responses.

I've been checking into the phong textures after I had posted this so hopefully I can clean up the rock work. I like the idea of adding a mid structure. Lots of clipping to do :o . As for a power up maybe mega instead of RA and then push the red armor closer to each base? I might be able to 'stretch' the base front areas to reduce the smallness.


Sat Jul 24, 2010 1:06 am
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Post Re: splatctf1 by Splat
No, keep RA in mid.

MHs in ctf maps are closer to the base in most maps so the defender doesn't have such a hard time to take it but has to time it very well so he doesn't leave the flag alone/ doesn't have a bad position on the flag for too long. Also MHs are often in a position where they can be stolen quickly from the enemy attackers if the defender doesn't time it propperly.

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Sat Jul 24, 2010 8:36 am
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Post Re: splatctf1 by Splat
cityy wrote:
No, keep RA in mid.

MHs in ctf maps are closer to the base in most maps so the defender doesn't have such a hard time to take it but has to time it very well so he doesn't leave the flag alone/ doesn't have a bad position on the flag for too long. Also MHs are often in a position where they can be stolen quickly from the enemy attackers if the defender doesn't time it propperly.


Plus, if you decide to add a power up (which you should) on a smaller map, it would be better to add Regeneration. If MH and Regen are near center then it's rather redundant.

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Sat Jul 24, 2010 2:27 pm
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Post Re: splatctf1 by Splat
Beta 4b available for testing.

Clipping and textures hopefully have no errors.

Rock work is as good as I can get it with my remaining time.

Still have to add in-game support, fix bot play.

I wish I had more time :evil: , my own fault for changing my map 1/3 of the way into the competition.

splatctf1-beta4b


Wed Jul 28, 2010 6:38 am
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