Maps by Sparky

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xts-sparky

Member
Nov 12, 2014
317
8
18
I saw it when we played your map last night. What kind of a placement is that?! lol hahaha. The vials might look odd without my ADR but not with it. ;-) The columns were almost touching, don't worry about it lol. It WOULD be great if you could become an expert on bot pathing. ;-) FerBotz have issues! And they're going to become the official bots of ADR. ;-) You don't like my no span not-idea?! Hehe. I like the sound of it 'will either be loved or loathed' though. :)
So I just opened up Pyro to get a feel for what I have to move around and I am scared. I've not seen this before. I will likely need to consult an expert (@Dagger).

Each entire base is a single brush. Unlike every other map I've encountered, each bridge/doorway/column is it's own structure. It can be moved, scaled, deleted, anything. The entire base, including the first section of the bridge, is all one piece. There is no cutting, no snipping, at least not yet. I have no idea how to break this into manageable pieces. Whoever this "Nightshift" guy is that made this map is one sick individual.
 

xts-sparky

Member
Nov 12, 2014
317
8
18
Ha hah! Well, there is some stuff down there, so it'd be cool if you could move it. Some powerups. And a portal centered above the water. Maybe make it damaging, but not instant death, put a platform for the portal and have it return the flag if you die in the whatever. Just some quick thoughts. But yeah, it was a good map and it was ruined! We all thought of our dear mapmaker friend. ;-)

The name is CTF4-FNB-GOMP!
There's a CTF4 map that looks like an alien spaceship that has a giant pool of water at the bottom that needs to be turned to poisonous skins or a space vacuum. We had a good match going last night until Rip decided to take a swim and the flags never came out of the pool after that.
You guys realize there is a portal at the top of the pool in the middle? It leads to a platform with portals to all bases. The portals behind each flag that you can't go through (they're one way) ...

Seems reasonable and playable as is. Why didn't you guys just chase Rip into the water? :p
 

MÆST

Active Member
Jan 28, 2001
2,898
13
38
40
WA, USA
We did chase him in, and then sniper the practically immobile swimmer. His flags when floating to the bottom and then another player went after them and was promptly killed. Rinse and repeat. Eventually all four flags were floating to the bottom of the pool.
 

MÆST

Active Member
Jan 28, 2001
2,898
13
38
40
WA, USA
In regards to the bots, I can only speak from my own experience, but I did not come back to play with bots. I can't imagine we'll get anyone else back by telling them the bots are improved.

You can spend your time however you see fit, and improved bots can't hurt, I'm just giving my opinion.
 

xts-sparky

Member
Nov 12, 2014
317
8
18
We did chase him in, and then sniper the practically immobile swimmer. His flags when floating to the bottom and then another player went after them and was promptly killed. Rinse and repeat. Eventually all four flags were floating to the bottom of the pool.
Thought about this afterwards last night. It is one deep pool. I will see about making it more hazardous, or at least forcing flags to return.
 

xts-sparky

Member
Nov 12, 2014
317
8
18
So I just opened up Pyro to get a feel for what I have to move around and I am scared. I've not seen this before. I will likely need to consult an expert (@Dagger).

Each entire base is a single brush. Unlike every other map I've encountered, each bridge/doorway/column is it's own structure. It can be moved, scaled, deleted, anything. The entire base, including the first section of the bridge, is all one piece. There is no cutting, no snipping, at least not yet. I have no idea how to break this into manageable pieces. Whoever this "Nightshift" guy is that made this map is one sick individual.
I figured out splitting/clipping brushes last night. Time permitting I'll work on it sometime today or tonight.
 

Rip

Member
Nov 12, 2014
262
1
18
In regards to the bots, I can only speak from my own experience, but I did not come back to play with bots. I can't imagine we'll get anyone else back by telling them the bots are improved.

You can spend your time however you see fit, and improved bots can't hurt, I'm just giving my opinion.
This one will not rest until my bots will DOMINATE YOU 1V1!!! :flame:
 

Rip

Member
Nov 12, 2014
262
1
18
Hey Sparks, been using your Midway map for testing and just noticed that in the green base the wall of the left exit goes invisible when you approach.

Good opportunity to do some other things too. *wink* *wink*
 

Rip

Member
Nov 12, 2014
262
1
18
The original or the smaller one?

Could you provide a screenshot?
Shot0002.jpg
 

xts-sparky

Member
Nov 12, 2014
317
8
18
The issue exists in the Yellow and Green base. It's because I didn't align an invisible brush/texture properly. It's just there to separate the "zones" (left entrance / base).

I was able to fix. Also fixing the columns in the middle. I'm not interested in them defying physics by just floating there.

Once done and I have a chance, I'll provide a link for CTF4-MidwayV2a
 

xts-sparky

Member
Nov 12, 2014
317
8
18
But-but-but my health vials! *whiiiiiine* ;) Was the Redeemer always there?
Redeemer was added in the first go-round with V2, and the vials were not put back in because they looked like poo.

By the way, I figured out a quick and painless way to make CTF-LIGHTS_ON have two colored walls. Blue on one side and Red on the other. Too minor of a change to bother re-releasing :p Live with it <3 ;)
 

Rip

Member
Nov 12, 2014
262
1
18
Redeemer was added in the first go-round with V2, and the vials were not put back in because they looked like poo.

By the way, I figured out a quick and painless way to make CTF-LIGHTS_ON have two colored walls. Blue on one side and Red on the other. Too minor of a change to bother re-releasing :p Live with it <3 ;)
What? .... WHAT?! ... YOUUUUUUUU :mad:
 

xts-sparky

Member
Nov 12, 2014
317
8
18
Had some time this afternoon, started to finish up CTF4-IcyBeach. A few screen shots. Poorly lit right now, and a few more things to add (or subtract..depending on how you look at it)

xt8SGN5.png


z5gTibh.png


ljf37qw.png
 

Rip

Member
Nov 12, 2014
262
1
18
Had some time this afternoon, started to finish up CTF4-IcyBeach. A few screen shots. Poorly lit right now, and a few more things to add (or subtract..depending on how you look at it)

xt8SGN5.png


z5gTibh.png


ljf37qw.png
Very, very nice Sparky!!!! I'd like it more if it had nicer textures in some areas, but I already love it. :) No time to playtest now, just going by the shots!