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playtest CTF Alorans fate BETA

Discussion in 'Play Testing' started by mike0, Jan 8, 2002.

  1. mike0

    mike0 New Member

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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.
     
    Last edited: Jan 11, 2002
  2. StoneViper

    StoneViper you can call me Mike

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    could you post a screenie┬┐
     
  3. StoneViper

    StoneViper you can call me Mike

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    ...and the map┬┐
     
  4. Chrysaor

    Chrysaor Lord of the Pants

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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:
     
  5. Call me Erdrik

    Call me Erdrik Arch Mage

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  6. mike0

    mike0 New Member

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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?
     
  7. StealthDP

    StealthDP New Member

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    Hey mike0;
    There is a map upload system available on www.stealthdp.com, you can post your map there as beta; testers can than download it and post comments here...


    StealthDP
    www.stealthdp.com
     
  8. mike0

    mike0 New Member

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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?
     
  9. Balton

    Balton The Beast of Worship

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    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
     
  10. mike0

    mike0 New Member

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    Last edited: Jan 9, 2002
  11. mike0

    mike0 New Member

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    So... has anyone downloaded the map yet, or have anything to say about it?
     
  12. Djazaus

    Djazaus revealed

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    sorry mate, I don't see it on that site.. Maybe it's just me.
    E-mail it to: dickyj@btinternet.com if you want, or wait for my weed goggles to wear off.
     
  13. mike0

    mike0 New Member

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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.
     
  14. RigorMortis

    RigorMortis .

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    i just D/L the map... going to test it now...

    dont get so desperate sounding... its not becoming (but i guess it worked cuz im testing it... erm)

    dont feel bad, nobody has remarked on my latest effort yet either :p
     
  15. RigorMortis

    RigorMortis .

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    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. ;)
     
  16. mike0

    mike0 New Member

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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.
     
  17. [Rans0m4eveR]

    [Rans0m4eveR] The Tempest

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    downloading now...
     
  18. StealthDP

    StealthDP New Member

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  19. Luggage

    Luggage wins.

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    Still pimpin, huh? :) j/k, I think it's a great service you guys offer :D
     
  20. mike0

    mike0 New Member

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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.
     

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