playtest CTF Alorans fate BETA

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mike0

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Its a large scale out door ctf map set in a canyon surrounding a crashed starship.

Its still pretty BETA but i'd like to see what people think at an early stage before i carry on any further with it.
Here are some screenshots of the map:
http://www.geocities.com/mikebartnz/temporarypreviewfile.html?1010587888780
more screenshots:
http://www.geocities.com/mikebartnz/aloranpic2.html?1010708233670

Here's the download: http://www.stealthdp.com/maps.php Just look for CTF-Aloran BETA under 'BETA maps' on the list.
 
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Chrysaor

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Nov 3, 2001
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I loved it, great gameplay, but still rather rusty :) You should work on your lighting, looks a little fugly. I didn't like the area to the left of the red flagbase either. Otherwise lots of potential. :tup:
 

mike0

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I dont have a website so i dont have a link, but can I email you guys a screeny?
Thanks for trying Chrysaor is this something you say to all first posters?
 

mike0

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Im sorry but I got lost after "You will need to have java enabled to continue" cause I
dont know a thing about java
Would it be possible for me to email it to you so that you can make a link for it?
 

Balton

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Mar 6, 2001
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Originally posted by mike0
Im sorry but I got lost after "You will need to have java enabled to continue" cause I
dont know a thing about java
Would it be possible for me to email it to you so that you can make a link for it?


the best thing for you is to get into it. I started with no knowledge
of everything and now I know quite a lot.

do you have any photo editing software?
you should have as windows user ms pain and can edit the pics over if. for the internet(and small file sizes) you should save your screenies as JPG file. give them some easy names (e.g. beta1.jpg beta.jpg and so on)
and create your own account on www.geocities.com
you can per an webbased upload program load your pics into that account and give us the urls for all the pics. sounds like a lot of work but it is easy.
good luck and we will always answer questions
 

mike0

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Please test my map, this really sux. Why do people only test certain maps on this forum, surely my map isnt that bad.
I hate to sound like a crying little girl but im getting desperate for some feedback.
 
ok...

lemme start of by saying this... that terrain looks phenominal!! and fortifications surrounding each base are very sweet.

the lighting is above par and suprisingly i didnt catch too many areas of high polycounts.... how many maps have you made up to this point?

now for the bad stuff:

first off, slow down those damn clouds... in your skyzone info, goto zonelight and under texture upan and vpan make that number into about .1 to .3 that would look better. add some sounds too... wind and stuff of that nature.

when the path (which is dug a little too deep IMHO) reaches the crashed ship i had to jump to get into the ship... ugh... put some planks there or some type of ramp. more connectivity inside the ship (besides the jump boots) would be nice too :)

my biggest beef is this, when i translocated up to the top of the rimrocks i fell inside!!! put some block all actors up there or maybe invisible collison hulls... if you dont want people up there then put a block all with the radius of the rimrock that has the hight of the entire area between the top of the rock and the sky.


but i complain too much and this post is long... this is a very quality map IMO and more people should D/L it. i hate CTF tho... do us DM hardcore palyers a fave and whip p a DM map... not this one tho... to open for DM. ;)
 

mike0

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Hey thanks, this is pretty much my first playable map, although ive been using unrealed for a bit over a year now.
Ive raise the path to stepping height. Your right, its probably only gonna piss people off who fall into it.
Ill do what you said with the clouds too, most of what you said I already planned to do eventually like, ambience, accessability in the ship, the block player actors around the perimiter.
Thanks again, you've been a big help. Its good to hear someone elses opinion other than my own.
 

mike0

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Thanks for the feedback from StealthDP.com, it is a great service you guys offer and i definitly think you've put me on track. I registered to the UnrealCTF forum but it still wouldnt allow me to post a reply to the thread, so ill just say about some of the things you were commenting on here.
Ill put some alternate routes to the flag bases. Ive got an idea for a cave system spanning the length of the map, using the same technique as the fag base caves. The layout of the caves should probably be quite simple like perhaps the shape of an elongated 'X'.
Ive come too far in building the map to allow people to walk on the outer canyon walls, every map needs a boundry and I will block it off some how. But I am in the process of making some ledges around the canyon walls.