CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

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[NBK]DxTrEm3Fx
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CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by [NBK]DxTrEm3Fx » Wed Apr 27, 2016 12:32 am

Hello Guy's,
Here is another CTF map that I've been working on for quite a while. Sometimes you just have to put it out there and take your lumps from the community. It's a pretty large CTF map, I like playing in low gravity with IG. All the weapons are included in the map along with regular gravity. When and if you fall from some of the high ledges you might die. Hopefully no HOM in the map.
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Last edited by [NBK]DxTrEm3Fx on Tue May 03, 2016 10:47 pm, edited 1 time in total.
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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by OjitroC » Wed Apr 27, 2016 12:03 pm

It certainaly is a big map which, from my point of view, is good - I played TDM rather than CTF on it and had a good, long, enjoyable, hunting type game. So thanks for the new addition.

I see from the screenshot that it has the prefix DM, was that the original intention?

I also like the textures used, as these create a distinctive and coherent space and ambiance, though I do think that the floor texture, because it is such a strong pattern, is somewhat monotonous as it is used more or less throughout the map and only varies in a few places. I wouldn't say that it detracts from the enjoyment of the map, rather that a little more well-structured variation could enhance it. This, of course, is a personal, aesthetic view.

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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by [NBK]DxTrEm3Fx » Wed Apr 27, 2016 2:24 pm

Hello Ojitroc,
Thank you for the kind words. Yes, the original map is half the size and a DM map. I'm not sure which screenshot is referencing DM? Also, the texture can be replaced simple enough once I find another one. It definitely has some texturing issues, like on the giant cylindrical columns for the dual staircases. With a large number of sides of the columns, I'm not sure what to do to get them to align correctly, I've tried everything. And thanks for taking the time to check out the map its much appreciated.
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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by OjitroC » Wed Apr 27, 2016 2:52 pm

[NBK]DxTrEm3Fx wrote:I'm not sure which screenshot is referencing DM?
It's the screenshot that shows up in the preview window when loading the map in game.

After a few more plays (and good, lengthy games), I have noticed that some bots have a tendency to get in the water (on the top level, in the centre) and not be able to get out again.

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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by [NBK]DxTrEm3Fx » Wed Apr 27, 2016 7:25 pm

Ahhh, the in-game screenshot, I will have to fix that. That is is actually a translocator spot to get to the shield belt on top of the pillar. I'll add a bitter fish school to take care of any bots that fall in the water.
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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by Gustavo6046 » Wed Apr 27, 2016 8:45 pm

[NBK]DxTrEm3Fx wrote:Ahhh, the in-game screenshot, I will have to fix that. That is is actually a translocator spot to get to the shield belt on top of the pillar. I'll add a bitter fish school to take care of any bots that fall in the water.
I've learnt elsewhere that non-instant-death inescapable pits are really annoying and time wasters. Try adding a staircase or changing the water by lava? The latter will even be a good sorry for a fancy light effect. :)

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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by EvilGrins » Wed Apr 27, 2016 9:38 pm

Gustavo6046 wrote:I've learnt elsewhere that non-instant-death inescapable pits are really annoying and time wasters.
Preaching to the choir, bub.
EvilGrins wrote:Good mapping advice:
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Always set it up so if players fall into the skybox they actually die... or they just get very stuck.
That can be so annoying.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:

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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by [NBK]DxTrEm3Fx » Thu Apr 28, 2016 1:11 am

The screenshot you posted is not from my map correct?
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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by Red_Fist » Thu Apr 28, 2016 4:51 am

I think he is showing you a problem.

Slap some kill triggers down there.
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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by papercoffee » Thu Apr 28, 2016 10:21 am

Red_Fist wrote:I think he is showing you a problem.

Slap some kill triggers down there.
Make the water deadly.

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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by Barbie » Thu Apr 28, 2016 3:32 pm

It has never happened to me that I fell into a SkyZone by accident :omfg:. How can that happen if the brushes of play ground and SkyZone are separated?
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by Gustavo6046 » Thu Apr 28, 2016 5:16 pm

Barbie wrote:It has never happened to me that I fell into a SkyZone by accident :omfg:. How can that happen if the brushes of play ground and SkyZone are separated?
Some dumb idiot that puts these brushes together. (No I'm not talking about Dx, he did an pretty nice job with the sky! :gj: )

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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by [NBK]DxTrEm3Fx » Fri Apr 29, 2016 12:09 am

Thanks man. I'm not sure how you fall into a sky box. :loool:
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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by UTX » Fri Apr 29, 2016 12:19 am

I downloaded both Nali Temple and the Pillars maps, I like them, good job. :tu:

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Re: CTF-NBK-NaliTemple-Dxnobsp1 [Beta]

Post by sektor2111 » Fri Apr 29, 2016 6:12 am

UTX wrote:I downloaded both Nali Temple and the Pillars maps, I like them, good job. :tu:
Aha...
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