New CTF map for ut99 from UTzone

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EvilGrins
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New CTF map for ut99 from UTzone

Post by EvilGrins » Tue Feb 18, 2020 7:23 am

Screenshots at link look amazing · https://www.utzone.de/forum/downloads.p ... le&id=4580
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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esnesi
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Re: New CTF map for ut99 from UTzone

Post by esnesi » Tue Feb 18, 2020 8:13 am

Nice one, thanks for posting!

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Hellkeeper
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Re: New CTF map for ut99 from UTzone

Post by Hellkeeper » Tue Feb 18, 2020 1:27 pm

This is my last UT map ever. I started to make CTF-Iroha somewhere around 2015, but never finished it... Until just today, in early 2020.
I've changed my creative focus and went all in into making art *cough* (hentai) instead. You'll find some of my illustrations in the secret room in this map!
O how the mighty have fallen!

This map looks nice but there seem to be an issue with the skybox on the screenshots. I'll test it for sure.
You must construct additional pylons.

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Re: New CTF map for ut99 from UTzone

Post by papercoffee » Tue Feb 18, 2020 10:53 pm

Regarding the screenshots the skybox needs some massive fixing.
Hellkeeper wrote:
Tue Feb 18, 2020 1:27 pm
O how the mighty have fallen!
To the art of lewd drawings.

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EvilGrins
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Re: New CTF map for ut99 from UTzone

Post by EvilGrins » Wed Feb 19, 2020 4:31 am

papercoffee wrote:
Tue Feb 18, 2020 10:53 pm
Hellkeeper wrote:
Tue Feb 18, 2020 1:27 pm
O how the mighty have fallen!
To the art of lewd drawings.
We could always edit those out!
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Hellkeeper wrote:
Tue Feb 18, 2020 1:27 pm
This map looks nice but there seem to be an issue with the skybox on the screenshots. I'll test it for sure.
If it needs fixing that could be another project for the mappers on this forum.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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OjitroC
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Re: New CTF map for ut99 from UTzone

Post by OjitroC » Wed Feb 19, 2020 12:07 pm

EvilGrins wrote:
Wed Feb 19, 2020 4:31 am
We could always edit those out!
They have to be actively sought out being in a very much out-of-the-way place. Not that they add anything to the map but the maker of this map does seem rather proud of them.
EvilGrins wrote:
Wed Feb 19, 2020 4:31 am
If it needs fixing that could be another project for the mappers on this forum.
The skybox isn't good, as it is very obviously a box since the corners are very visible. It detracts from the look of the map though it doesn't have an impact on the gameplay of course (maybe the maker's permission needs to be sought before altering the map?)

There are some nice touches in this map (the falling blossom and the team-controlled doors and windows for example) - however the layout means that there is only one route to and from the flags (for bots anyway - players may translocate to the roof and drop down to the flags through the hatches in the roof though this does mean using the same general route initially). It will appeal to those who enjoy a particular form of CTF, with most of the action taking place in a limited area along the stone pathway in the centre around the stream/pond. The raised area with the shieldbelt is largely superfluous, for bot play anyway, as I didn't see a bot go up there in any of the games I played.

Can any one explain the purpose of the dummy bots visible in the editor but not in the map during game play?
Last edited by OjitroC on Wed Feb 19, 2020 8:12 pm, edited 1 time in total.

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Re: New CTF map for ut99 from UTzone

Post by papercoffee » Wed Feb 19, 2020 7:45 pm

OjitroC wrote:
Wed Feb 19, 2020 12:07 pm
Cany any one explain the purpose of the dummy bots visible in the editor but not in the map during game play?
Maybe to get the height and general dimension right?

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Re: New CTF map for ut99 from UTzone

Post by OjitroC » Wed Feb 19, 2020 8:14 pm

papercoffee wrote:
Wed Feb 19, 2020 7:45 pm
Maybe to get the height and general dimension right?
Yes, could well be - hadn't thought of that :tu:

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Re: New CTF map for ut99 from UTzone

Post by Koolflux » Fri Feb 21, 2020 9:31 pm

Just played a short botmatch on this map for a little bit, and it plays pretty well. Looks nice, too. I love the idea of a CTF map with a 90 degree layout. I also like the team-controlled doors and the Sakura trees.

The only issue I have is with the skybox. You can tell it's clearly a box because the corners are visible. Doesn't have any effect on the gameplay, but it doesn't look great either.
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Re: New CTF map for ut99 from UTzone

Post by EvilGrins » Fri Feb 21, 2020 11:30 pm

Koolflux wrote:
Fri Feb 21, 2020 9:31 pm
The only issue I have is with the skybox. You can tell it's clearly a box because the corners are visible.
Probably easy to fix.

That MH map I initially made dozens of variants of, created by the mapper WHO MUST NOT BE NAMED, had a similar situation. I countered it with re-texturizing the sky, and Cyberia-Mix over on DestinationUnreal's forums literally re-built the entire skybox for her version... which admittedly I edited also to test.

That'd be this · https://unreal-games.livejournal.com/86952.html

Her selection of monsters were a bit of a memory drain, I went for something a bit more basic.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: New CTF map for ut99 from UTzone

Post by EvilGrins » Sat Aug 29, 2020 4:24 am

papercoffee wrote:
Tue Feb 18, 2020 10:53 pm
Regarding the screenshots the skybox needs some massive fixing.
Hellkeeper wrote:
Tue Feb 18, 2020 1:27 pm
O how the mighty have fallen!
To the art of lewd drawings.
He made some lewd skins too, but as to the art... the problem has been resolved.
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Lil' necro bump.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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