UE3 - UT3 CTF layout in need of feedback.

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Rask

New Member
Aug 15, 2004
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Finland
www.rdegree.net
Hello fellow mappers, I'm looking for some layout/gameplay gurus, to check out my UT3 CTF layout. The map has no name yet, eventually when I can think of something...

A symmetrical, three routed CTF layout. A few larger rooms and fluid transitions between areas (mostly, need to work on that a bit more). A large center hall (as CTF usually has) where all routes end up and players can catch the enemy FC with snipering.

This layout only has two flags, one player start, no botpathing, no weaponry. Simple lighting and texturing added. Yes, a very crude alpha version.

Click for an overview image. A bit fuzzy and confusing but you'll get a general idea.

Oh and, the two "holes" in the central room, I'll be adding lifts there. With some liftjumping involved.

What I need is some good and constructive feedback on the layout. I think I like it how it flows and how you can run around, but if I like it doesn't mean everyone else likes it.

Feedback? Suggestions? *****ing? Add it to this thread! Thanks.

DOWNLOAD HERE (.zip, 3054kb).

Install: extract the .zip-file to your

...\Documents and Settings\<userID>\My Documents\My Games\Unreal Tournament 3\UTGame\UnPublished\CookedPC\CustomMaps\

folder (or if you've defined your own folder for custom maps, use that one). The map should show up in the in-game CTF maplist.

In case of any problems, errors, etc. just add a post to this thread, I'll do my best to fix things.

Thanks.

--

Things that are being worked on:

  • Making the flagrooms a bit more open.
  • Adding another entry from the bottom route to other route(s).
  • Adding a half-route from the flagrooms which ends most probably somewhere to the bottom route.
 

_Lynx

Strategic Military Services
Staff member
Dec 5, 2003
1,965
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Moscow, Russia
beyondunreal.com
What do you mean? I’ve ran around in it myself and decided to ask others’ for opinions about the layout to back me up. :)

What I meant lookes intersting on screens and I need to see that layout in the game what I did just now. I've a few thinks I didn't like - the exits from the rooms under the flag are too tight - too easy to lock anyone in there. Exits should be at least twice as wider plus IMO there should be two more exits from this room on both sides of lower floor of the flag room. I'd like to run around the map for some more time to see how exits and entrances work out here. Another thing I can say for sure at the moment is that the ceiling in the topmost room on both bases (the one with gratings in the floor) is a bit too low.
 

_Lynx

Strategic Military Services
Staff member
Dec 5, 2003
1,965
8
38
40
Moscow, Russia
beyondunreal.com
Okay, after doing some more running around, this time at home, I've some feedback, with screens. First of all, good that now there's another exit from the flag bases. Two were definitely not enough. still can't get how the exits will play out - this needs some good online testing with more people. So far I've an impression that the exits might need more Z-Axis connection.

how I see the additional exits from the flag room:
[screenshot]http://img365.imageshack.us/img365/829/screenshot00244jx9.jpg[/screenshot]

BTW, have you considered making the center room "roofless"?
 
Last edited:

Rask

New Member
Aug 15, 2004
280
0
0
Finland
www.rdegree.net
The way you made that picture is the exact thing I did before reading your post. :D

I've been pruning the layout a little bit, rebuilding and taking the things that work.

Thanks again for the good reply. :)

I'll try to make a roofless center area, yes. It was a tough decision between easy and simple windows, but decided to go for a more immense scene. :)