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(WIP) CTF-Fluxingw00ts

Posted: Tue Aug 21, 2018 4:03 am
by darkbarrage99
DarkBarrage99 here! Your Lumpy Lurker here finally getting around to posting some content!

UPDATE AUGUST 3rd:

i made a shoddy youtube video using the free version of fraps, and had to do low res cause my laptop couldnt handle it lol




I'm still working on this and added some fun features, like a gravity vortex above the redeemer. i originally made it to block transpunting and to have a surprise trap for anyone not too careful around the redeemer, but i figured out an extra feature which you can see in the video above at 2:30. theres a placeholder texture at the border of the zone until i can figure out something cooler. I also added a lot more lights, some of which are unfortunately kind of overkill and i need to tone down, various decorations, and a warp zone leading to sniper bays which uses a swjumppad. so far it's very fun. still need to work on bsp holes and botpathing.

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Original Post:

I visit these forums often, not really having the time to stick around and chat, but now I figured I would start a thread for the map I have been fiddling with and picking at for the past year or so. I feel most of what I have created has been a bit underwhelming, however this conversion has actually turned out to be quite fun!

For those unaware, DM-Flux was a Deathmatch Map originally created by Juan Pancho 'XceptOne' Eekels for the console ports of Unreal Tournament, where towards the end of the campaign, you would face off in a 1vs1 with the War Machine, "Rampage."

You can see video footage of this here: https://www.youtube.com/watch?v=GAZFRBx-w64&t=2s

And you can see video footage of the perfectly accurate Unreal Tournament 3 port here: https://www.youtube.com/watch?v=rrarMSYO2uQ

And big up to whoever ported it over to UT99 for PC! Because that's what this is based off of, Because I'm not that great haha.

Anyway, onto the WIP screenshots!

Outside and Middle Platform:
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BSP hole lol
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Red Base:
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Zone Portal up to the sniper nest:
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The Zone Portals themselves! gonna add some effects and align textures at the end.
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Blue Base:
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I'm a fan of The Silencer from Quake 2 so I added in the Acoustic Dampener and gave it a 60 second charge.
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I always loved just how gorgeous and unique the original map was, however the design always seemed underwhelming to me, that is, not enough items on the map for it to properly work as a duel map, and I've always wanted to expand on that. So, what started as a Bumping Up of this map, has turned into a full fledged Capture The Flag map with the jump pads from http://www.extremew00t.com! It still needs a LOT of tweaking, however I'm still quite happy with what I've fan-dangled so far. I've taken some influence from Quake 2 and 3 and added it into the map as well. Wish I knew Uscript better so I could fiddle with making some half-way weapons.

One thing I've noticed that I'm not entirely fond of is that sniping across the map doesn't really work out. It's like there's a certain range where the sniper, and the rest of the weapons, just don't go beyond. However, I don't think the distance across the map is much farther than CTF-FacingWorlds. I could be wrong, but it still bothers me. Perhaps I'm doing something wrong? Please leave a comment and let me know. I would like for players to be able to snipe all the way across the map.

I still need to fix things like BSP errors, correct bot pathing and balanced weapon placement in order for a proper release, but I hope my novice mapping skills keep the intrigue of you few.
I'll be releasing this with proper credit to the original authors once I am done tweaking everything. enjoy the screens!

Re: (WIP) CTF-Fluxingw00ts

Posted: Tue Aug 21, 2018 5:13 am
by Hook
Wow, this map reminds me of one we used to run on our server years ago.
I can't remember the name of it though.
Anyway, keep working on it as it appears to be worth it! :gj:

Re: (WIP) CTF-Fluxingw00ts

Posted: Tue Aug 21, 2018 3:08 pm
by papercoffee
Regarding the Sniper Rifle ...there is indeed a hard limit how far each weapon can reach. But it's changeable, Ferali did it with his Sniper Rifle version in NW3.
Look at the Sniper Rifle in Face, maybe there is something changed or it's even a subclass of the default weapon. :noidea

Re: (WIP) CTF-Fluxingw00ts

Posted: Tue Aug 21, 2018 6:56 pm
by Terraniux
Looking very promising! :tu: :gj:

Re: (WIP) CTF-Fluxingw00ts

Posted: Tue Aug 21, 2018 8:37 pm
by RocketJedi
sweeeet! looking forward to it.

Re: (WIP) CTF-Fluxingw00ts

Posted: Tue Aug 21, 2018 11:05 pm
by ItsYaBoiLoque
Sweet, I like Flux, a remake as a CTF w00t map sounds great. I don't know much about hitscan range but when it comes to projectile weapons like the Rocket Launcher it comes down to the projectile LifeSpan, they are coded to just dissapear after a certain time if they don't hit anything, even the Redeemer warhead on guided mode will eventually just disappear, you can make subclasses for your map or it could be fixed with a mutator that modifies the LifeSpan but I can't help with hitscan.

Re: (WIP) CTF-Fluxingw00ts

Posted: Wed Aug 22, 2018 1:24 pm
by Feralidragon
The standard sniper rifle has a maximum range of 10000uu, and this value is hardcoded in the sniper rifle code itself when doing the trace (hitscan).

Therefore the range cannot be changed at all unless you subclass and replace the sniper rifle for your own version, which doesn't sound bad in theory, but in practice you then have things like Zeroping or Newnet which have their own sniper rifle classes and which will either replace your version of the sniper rifle or will have an "allegedly" inferior gameplay experience since such a version won't have the necessary code for it.

In NW3 this range is configurable for all hitscan weapons because of this, because I was also often faced with this dilemma of weapons not having enough range in some maps, and made it configurable and much larger by default (30000 -> 3x larger), as there was no good reason to be that limited in the first place.

Projectiles have a lifespan which by default is 140 seconds, but unlike the sniper rifle, a mutator could easily change this lifespan for them to last longer or even to last forever.

Re: (WIP) CTF-Fluxingw00ts

Posted: Thu Aug 23, 2018 5:26 am
by darkbarrage99
ah, ok, so the sniper is only good for 10000 uu. couldn't even be 15000 uu. that sucks. and i checked the length, and yeah it's over 10000 uu from each rear sniper platform. oh well.

anyways, thanks for the input everybody! greatly appreciated. i'll keep chipping away. and i'll give the map a spin with nali weapons to screw with some sniper stuff!

Re: (WIP) CTF-Fluxingw00ts

Posted: Thu Aug 23, 2018 6:07 am
by Red_Fist
LoL, the point I know why you are asking is because you didn't want to rebuild the damn map, code vs. map. Just hit control and alt to surround all actors that select it all, and move the mess closer so the guns work. OR make a new weapon.


For more elite and better is to make the gun work like we want via code, sooo, MOVE the brush mass just right :)

Re: (WIP) CTF-Fluxingw00ts

Posted: Thu Aug 23, 2018 11:03 pm
by ItsYaBoiLoque
Yeah, what Red_Fist said, you could always just reduce the space in the map with the editor, sounds like less trouble.

Re: (WIP) CTF-Fluxingw00ts

Posted: Fri Aug 24, 2018 2:38 am
by darkbarrage99
Red_Fist wrote:LoL, the point I know why you are asking is because you didn't want to rebuild the damn map, code vs. map. Just hit control and alt to surround all actors that select it all, and move the mess closer so the guns work. OR make a new weapon.


For more elite and better is to make the gun work like we want via code, sooo, MOVE the brush mass just right :)
well it's possible to snipe across the main middle part of the map, it's just the sniper shots don't reach the back parts of the bases. the bases themselves are too big across. and i don't want things to be too close, it kinda kills the flow

i must say, it worked fantastic with the nw3 sniper.

Re: (WIP) CTF-Fluxingw00ts

Posted: Sun Aug 26, 2018 2:32 am
by esnesi
Surroundings / skybox looks awesome!

Re: (WIP) CTF-Fluxingw00ts

Posted: Mon Aug 27, 2018 10:20 pm
by SilverSound
Reminds me of the problem I ran into when I made a big ass map. I just re-coded the sniper to a larger uu value.

Wonder if there is a better solution to make it compatible with any weapon? Obviously hit-scan and projectile weapons work in completely different ways.
I'm thinking this will probably be moot.

on the topic of your map: It looks really neat. I've never really been a fan of w00t maps but this one looks like lots of fun in iCTF.

Re: (WIP) CTF-Fluxingw00ts

Posted: Sat Aug 03, 2019 3:33 pm
by darkbarrage99
Updated with a video! still picking away at this map, and i wont be releasing it until I've got bots working alright and bsp holes patched up.

viewtopic.php?f=5&t=12915&p=107291#p107291

Re: (WIP) CTF-Fluxingw00ts

Posted: Sat Aug 03, 2019 4:12 pm
by esnesi
Look very cool and promising, esp with those ''fluxing'' effects in the skybox.
Curious about the end-result!