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View Full Version : CTF-SteelSky : frankenstien horror


Stilgar
19th Feb 2002, 06:57 AM
This isnt really much of a playtesting request... more of a "can I save this map" kind of request.....
To the point... the ctf map I was building ended up being too big for my old 433... so I split it up into 3 parts... and even then its getting to sow to work on.... so I'm wondering If I should convert any of the map parts into DM or DOM maps, as theres quite a bit of work in them that I dont want to throw away.

heres some pics of two of the map files

One of the main flag bases

http://alshaheen.net/artists/stil/Shot14.jpg

http://alshaheen.net/artists/stil/Shot15.jpg

http://alshaheen.net/artists/stil/Shot16.jpg

http://alshaheen.net/artists/stil/Shot17.jpg

http://alshaheen.net/artists/stil/Shot18.jpg

Stilgar
19th Feb 2002, 07:00 AM
http://alshaheen.net/artists/stil/Shot19.jpg

http://alshaheen.net/artists/stil/Shot20.jpg

http://alshaheen.net/artists/stil/Shot21.jpg

Some shots of the outside section, which is a seperate map file...

http://alshaheen.net/artists/stil/Shot22.jpg

http://alshaheen.net/artists/stil/Shot23.jpg

http://alshaheen.net/artists/stil/Shot24.jpg

Stilgar
19th Feb 2002, 07:03 AM
When I have some more time I'll upload the map files and the utx package... but right at the mo it's time for sleepies.

Evil_Cope
19th Feb 2002, 03:08 PM
looks pretty good stilgar.

how complete is it? i mean, are the seperate bits more or less done but you just dont have the power to combine them or something?

Stilgar
19th Feb 2002, 03:52 PM
Originally posted by mister_cope
looks pretty good stilgar.

how complete is it? i mean, are the seperate bits more or less done but you just dont have the power to combine them or something?

yep, that's about the gist of it...... there are no path nodes or weapons in the maps... and a few small things need to be finished regarding geometry/lighting... otherwise the the lions share of the work is finsihed.

Freakish
19th Feb 2002, 06:32 PM
wow..those look nice..upload upload!:D

Horton'sWho
19th Feb 2002, 08:19 PM
Agreed! Even the screenies are L337!!

Knock it out--- otherwise I know a mapper or two who might take it off your hands. It looks too good to let go.

StoneViper
19th Feb 2002, 10:55 PM
if you keep them combined, (and maybe even "rebuild" them), i can path it for you if you don't want to continue it

adding path things though doesn't take long to compile though anyway

Stilgar
19th Feb 2002, 11:00 PM
Originally posted by StoneViper
if you keep them combined, (and maybe even "rebuild" them), i can path it for you if you don't want to continue it

adding path things though doesn't take long to compile though anyway

heh, I rebuilt them once as a single map file...it took around 45 minutes to rebuild :> and trying to fix some minor errors that occured during the copy/paste process was a nightmare :)
I'm uploading the files now, it might take a while.

Stilgar
20th Feb 2002, 01:05 AM
Included are two of the map files (seeing as the bases are identical apart from the colours) and the custom .utx package....

Stilgar
20th Feb 2002, 01:35 AM
ahh crap, the file didnt show up... for crying out loud....fsssaahhh


one more try

Stilgar
20th Feb 2002, 01:37 AM
crap, what am I doing wrong ? I opened the browser thang and selected a file, it starts uploading, then after a while it says it's done then posts the message.

Stilgar
20th Feb 2002, 03:33 AM
screw the attach file thingy, you can get the file right here

http://www.angelfire.com/md/futureactive/alphapage.html


If that doesnt work then dont mind me if I just go ad sit in the corner and sulk

Freakish
20th Feb 2002, 05:06 AM
This would probably turn out to be a pretty good CTF map..all you gotta do is paste the bases on the edges of center, add weapons and lifts/jumppads and I think you're set (eh..bot stuff too I guess..). But it's certainly salvageable..better than salvageable. :)

Stilgar
20th Feb 2002, 05:31 AM
So did the map downlaod work ?

StoneViper
20th Feb 2002, 09:36 AM
Originally posted by Stilgar


heh, I rebuilt them once as a single map file...it took around 45 minutes to rebuild :> and trying to fix some minor errors that occured during the copy/paste process was a nightmare :)
I'm uploading the files now, it might take a while.
Many times the way you construct your geometry can take longer or shorter time to compile depending on how simple it is, even though the scene may look the same whether or not the geo is simple or complicated.

also, you can only upload files smaller than 1048 kb large. your map zip is 2687 kb large.

StoneViper
20th Feb 2002, 10:08 AM
dude yer polycounts are above 500+ in some areas, and most areas are between 200 and 300. that can be drastically dropped just by doing some simple and small corrections to the geometry. i noticed that many areas of your map (both of 'em) you couldn't used masked textures instead of lots of brushes to help with the poly count, had you had the right textures i mean. It does look pretty cool, and i played it with no bots with only little slowdown, but when you add bots to it (like 15 of em is how i always play), it can really slow down a map like this. it's all those diagonal brushes. try to remember that the brushes that touch the floor (like pillars and posts) especially should mostly be sqared off. i noticed that you can make lots of those diagonal brushes square ones while loosing no visual appeal. i really can go a long ways with this but i have to go to work. it really does look nice, and the textures are awesome. im not too sure how combining them would look though.

Stilgar
20th Feb 2002, 03:08 PM
hmmmm.. I didn't notice the file size thingy.....duh...

I'm well aware of the polycounts, but I'm not terribly interested in optimising all that much with this map. The pillars and such aren't squared off for flow reasons, that goes for the diagonal cuts along the some of walls as well.
Most of the diagonal framework just wouldn't look the same as masks.... maybe apart from the ones in the pillars in the lower front half of the flag base, they could do with some choppin....
I guess there are some frame work brushes outside which could be optimised, maybe even converted to semi-solids, but again it wouldn't give the effect I wanted.
I know there are alot of unorthodox building methods in this map, but it really just started out as me playing around with the texture set ;> hehe

Horton'sWho
21st Feb 2002, 08:53 AM
In short, Stilgar, this map looks GREAT!! I mean 1337 great. I absolutely love the textures/color combos and the blue lighting panels are an excellent touch.
It has that slightly "fanciful" coloration/look that I've really only seen before in Rachel's CTF-Catherine. Your attention to detail is very professional. Did you create all of the textures (love the flooring, too) or are some borrowed? I don't remember seeing any of them before, at least not like this.

As far as FPS-- I averaged 44! running through no name empty and with 15 bots I averaged about 30. The tiniest slow down.

I'm no mapper but this one really needs to come together at some point. Perhaps it's a project for UT 2? In running through "center" and "no name" I assume it's to be two symmetrical bases joined in the middle? I wouldn't mind seeing the middle enlarged to make the total map larger... I tend to prefer some changes in one of the bases so that it isn't symmetrical (totally) but I'd take this one in any fashion.

If you haven't already figured it out-- I REALLY like it. Really.

ANY of your CTF maps are welcome for upload to The Playground (www.stealthdp.com) anytime.

Horton'sWho
21st Feb 2002, 09:03 AM
BTW... I noticed you have a map at your site "CTF-Vortice." I'd love to try given what I just saw from you. When I went to DL it just gave me your work in discussion. I don't see it available in the NC database either. Is it playable? Could you upload it to Stealth's? (www.stealthdp.com)

Thanks man

Stilgar
22nd Feb 2002, 07:53 AM
Originally posted by Horton'sWho
BTW... I noticed you have a map at your site "CTF-Vortice." I'd love to try given what I just saw from you. When I went to DL it just gave me your work in discussion. I don't see it available in the NC database either. Is it playable? Could you upload it to Stealth's? (www.stealthdp.com)

Thanks man

Wow, my site still works ? :D neat....ummm.. as luck would have it I borked the CTF-Vortice link a few days ago... I'll set it up tomorrow so that u can grab the map, which is a much older effort than my current one mind u :>
Also, I'm going to be upgrading to an AthlonXP 1600 in a short while, so when that's all ready to go the new map will be out the door in no time. And yes I made the textures myself, apart from the slime, which is a standard Epic texture. I'm glad you like them btw :)

Stilgar
23rd Feb 2002, 09:50 PM
The vortice link is back up if u still want the map :)
http://www.angelfire.com/md/futureactive/maps.html

Freakish
23rd Feb 2002, 11:51 PM
whoah..vortice is cool.

Horton'sWho
24th Feb 2002, 01:11 AM
Niiiiiiiiice...

Great map--- makes you wonder how many very good maps are just sitting out there unknown because the mapper has such high standards (as you do) or some other reason for keeping it out of the public. Meanwhile there are 1000+ crappy ones waiting for download at places like Nali City and the rest. This one is very fun and Freakish and I will get it put up at www.stealthdp.com ASAP. We'll try to get it into the gameserver rotation soon.

Please stop in at Stealth's and check us out if you haven't. Check the various map sections (with viewable screenshots), the forums, etc. Your maps are welcome anytime (and tell your friends).

Again--- nice work.

PS-- now get to finishing up "NoName!" ;)

Stilgar
24th Feb 2002, 03:20 AM
Sweet, I'll scope out those sites and then get back to my mapping ;)

StoneViper
24th Feb 2002, 09:58 AM
Originally posted by Stilgar
hmmmm.. I didn't notice the file size thingy.....duh...

I'm well aware of the polycounts, but I'm not terribly interested in optimising all that much with this map. The pillars and such aren't squared off for flow reasons, that goes for the diagonal cuts along the some of walls as well.
Most of the diagonal framework just wouldn't look the same as masks.... maybe apart from the ones in the pillars in the lower front half of the flag base, they could do with some choppin....
I guess there are some frame work brushes outside which could be optimised, maybe even converted to semi-solids, but again it wouldn't give the effect I wanted.
I know there are alot of unorthodox building methods in this map, but it really just started out as me playing around with the texture set ;> hehe
if the fps is bad enough, the flow will be destroyed anyway. only lots of very minor changes will greatly speed up this map. also, you said it took forever to compileż, since the map isn't all that big, the reason it takes so long is because of all the unneeded bsp cutting, and extra nodes (and polys) than needed. i still think you shouldn't split them up.

Stilgar
24th Feb 2002, 02:45 PM
Originally posted by StoneViper

if the fps is bad enough, the flow will be destroyed anyway. only lots of very minor changes will greatly speed up this map. also, you said it took forever to compileż, since the map isn't all that big, the reason it takes so long is because of all the unneeded bsp cutting, and extra nodes (and polys) than needed. i still think you shouldn't split them up.

now you're being too ambiguous... "you shouldn't split them up"
split what up ? ...the pilars ? the supports ? the trim ? the small walkways ?

StoneViper
24th Feb 2002, 10:29 PM
Originally posted by Stilgar


now you're being too ambiguous... "you shouldn't split them up"
split what up ? ...the pilars ? the supports ? the trim ? the small walkways ?
**** sorry, i meant the two maps, "center" and "no name"

Stilgar
25th Feb 2002, 05:47 PM
ahhh, gotcha