CTF FNB Liandri Towers BETA needs feedback!!!

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CTF FNB Liandri Towers BETA needs feedback!!!

Postby FraGnBraG » Wed Dec 19, 2018 6:14 am

Hey :D

Got this here CTF to BETA! It's pretty W.I.P. right now, but if you guys/gals can spare a bit of time whenever you get some to have a play through - I would greatly appreciate some feedback, suggestions whatever you got, good or bad! Don't hold back - it's just a map and lots can change if need be. Note - lots of space for posters and wall decoration, etc., just need to recruit an interior decorator (hint hint) :P

Many thanks in advance :tu:
Cheers

DOWNLOAD CTF FNB Liandri Towers BETA

Some screenies:

CTF-FNB-LiandriTowers-beta-screenshot.jpg


CTF-FNB-LiandriTowers-beta-13.jpg


CTF-FNB-LiandriTowers-beta-16.jpg


CTF-FNB-LiandriTowers-beta-17.jpg
Last edited by FraGnBraG on Sat Dec 29, 2018 7:03 pm, edited 1 time in total.
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Re: CTF FNB Liandri Towers BETA needs feedback!!!

Postby papercoffee » Wed Dec 19, 2018 2:45 pm

This looks very nice.

How big is it? :mrgreen:
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Re: CTF FNB Liandri Towers BETA needs feedback!!!

Postby FraGnBraG » Wed Dec 19, 2018 3:32 pm

Similar size and layout to CTF Orions Revenge - they are siblings, lol - except the mall has two floors throughout and several differences in routes/transitions and of course it has many "stores" where you spawn and get guns etc..

I play it with 11 masterful or inhuman bots (sometimes 15)
I don't do godlike bots because I believe on GOD level the bot is a damn cheater ;)

Alt-paths still need some tweaking, but as it is the bots give a good chase.
It is more of a challenge with Normal Weapons as I recall, it is a much longer chase.
Xpickups also helps the bots - they can catch you just the same - ultimately the human team
should win most of the time...

It's a rock solid 60 FPS with 16 players on my system - I only get a small stutter in a few spots when entering the middle up top (sometimes ~ 700 poly spike, depending where you're looking). thus the stupid wall panel thingies sticking out...

Still detail work to do... dunno about that skybox... it is an engine killin' hom-generating nightmare :P
The solution was bizarre...
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Re: CTF FNB Liandri Towers BETA needs feedback!!!

Postby JackGriffin » Wed Dec 19, 2018 3:55 pm

FraGnBraG wrote: just need to recruit an interior decorator (hint hint) :P

If you want to do something simple but with a great call-back to past groups you could pick some things out of this package:
Graffiti.7z
(582.65 KiB) Downloaded 11 times


It contains these:
graffiti.jpg


I dug through old redirects and harvested logos from past groups and made textures out of them that are used as graffiti sprays in BRUT. They could be made into poster textures super easily.
"You damn kids, back in my time we made the items, maps and games ourselves with an unwieldy engine using counter-intuitive crash-prone tools and we liked it so much we built communities around this which nowadays look like cults because they're quasi-parallel societies based on the same old games." -Hellkeeper
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Re: CTF FNB Liandri Towers BETA needs feedback!!!

Postby FraGnBraG » Thu Dec 20, 2018 6:53 am

JackGriffin wrote:
FraGnBraG wrote: just need to recruit an interior decorator (hint hint) :P
...They could be made into poster textures super easily...


Thanks Jack! These all seem to be 128 x 128... do you by any chance have 256 x256 versions? just wondering...
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Re: CTF FNB Liandri Towers BETA needs feedback!!!

Postby sektor2111 » Thu Dec 20, 2018 10:36 am

My feed-back.
First it's off-topic - thank you, Jack, for those goodies - off topic ends.

I'm not sure if such maps are not motivating me to write another small thing - entering double number of Bots for such maps from a list pre-defined. When I'm playing such a map in a server nearby others, 8 Bots and a few monsters are still making me to feel alone, it's way too big, capturing Flag takes an age - it's like you are the only survivor after end of world and it's nobody around. I'm thinking if it's about keeping them for running, more than shooting. I know, paths are doable, game runs well even on weak machines but... too much running, too much download, effect for player when is about downloading such a package is pressing F10, quitting... camping... I could see this in that AMC map.

As a note:
Editor wrote:ScriptLog: Logged 9366 actors...
Umm...
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Re: CTF FNB Liandri Towers BETA needs feedback!!!

Postby Swanky » Thu Dec 20, 2018 2:18 pm

Works better than your last map. Still got confused a good amount of times.
- brush542 and its counterpart on the red side give hom effects
- the lower level dead ends with the P-Rifle are annoying. Ran into it like 3 times with the flag because I assumed there was a way there.
- the large centercolumn (brush2208) is actually floating and the lower end of the column isn't merged
- the regular columns (brush660 for example) could use a better texture on the angled sides. Try the original texture with a .71 scaling and align the sides properly.
- center could use a few more health pickups
- ...and I was constantly on the lookout for more ammo. Not sure that's intentional
- speed gives the flag carrier an insane advantage. There was a reason games like UC2 have double adrenaline cost when you carry the flag. Once you have the flag, only the odd chance of an attacking sniper can stop you.


- don't like the reallife ads. You sure you can't use any of the stuff vom epictown?
- the corners (brush2328) on the top area look kinda out of place. I know it's because you need line of sight cover, but it looks weird. Also, badly aligned.
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Re: CTF FNB Liandri Towers BETA needs feedback!!!

Postby JackGriffin » Thu Dec 20, 2018 2:55 pm

FraGnBraG wrote:These all seem to be 128 x 128... do you by any chance have 256 x256 versions? just wondering...

When I made these I resized them to be 128 because that's the size I needed. I still have a bunch of the raw texture rips though. Do you want me to mail you those?
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Re: CTF FNB Liandri Towers BETA needs feedback!!!

Postby FraGnBraG » Thu Dec 20, 2018 10:10 pm

Thank you for feedback!

@sektor - noted ... I know this might seem like a big map - maybe because it's a two story layout?
To me it seems like it's large sized (small, medium, >>>large<<<, extra-large) I played a lot of CTF at
UP and this one "seems" to be a large layout, but there is/were a lot of bigger and longer maps than this.
It could be chopped down - dunno if that makes it any better. I was going to make a large DM as well
by chopping out a base (so, middle + one base) this would increase the fighting I'm sure.
Maybe better that way? I'm not sure what that log entry means? I think there's many maps with more
actors than that...!?

@swanky - thank for taking the time man- I'll fix what you found. The UTR thing was added at some point
but can be easily removed. Maybe release two versions. Not sure what to do about those sight-blocking panels -
maybe put mall-doorways instead ... Curious why the "Real" posters bugging?
Can change those ... could make them "fake" like "McDougals" instead of "McDonalds"...
What's your opinion of the large FFA DM map idea?

@Jack - thanks man that would be great - fragnbrag@gmail.com - no hurry!
I have to confess I am not familiar with a lot of those "entities" (clans, etc)

I could plaster the map with ut99.org avatars for everyone that's still around... hmm

Cheers
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Re: CTF FNB Liandri Towers BETA needs feedback!!!

Postby Swanky » Thu Dec 20, 2018 11:13 pm

Yes, fake posters would look better. Just not a fan of those things / ads crammed into gaming. As for the upper sight blocks, you could try making those small mall stands that block the sight. Doesn't need to get much higher than 192uu for sightblocking. Haven't thought about the map idea, but I think CTF works better for this map.
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Re: CTF FNB Liandri Towers BETA needs feedback!!!

Postby OjitroC » Thu Dec 20, 2018 11:33 pm

I don't think it's that big a CTF map - works fine, it just needs a lot of players/bots which is OK. A version without X-pickups would be good, as would a chopped-down DM version as well.

I like the idea that it's a disused shopping mall rather than one that's merely closed as trying to show all the stuff for sale in the shops doesn't really work visually. Personally I don't find the real-life adverts and outlet signs out of place as they help to signal what the building was formerly used for (and, of course, reflect the kind of outlets one would expect to see there) but I can understand if the objection is that free publicity shouldn't really be given to those companies.

I was a bit dubious about some of the textures when I first played the map, thinking that possibly the mall looked too polished and shiny but now, having played it several times, they've grown on me. The only one I really don't think fits in is used in the interior of one or two 'shops' and looks like a half-timbered effect, rather medieval, and so somewhat out of place (I haven't looked for the name in UEd but can do if needed). A few more and different plants in the planters would be good.
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Re: CTF FNB Liandri Towers BETA needs feedback!!!

Postby Dr.Flay » Fri Dec 21, 2018 8:41 pm

I suspect FnB was also alluding to decorations with deco packs.
1 thing an FnB map always has is looking used and lived-in.
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Re: CTF FNB Liandri Towers BETA needs feedback!!!

Postby FraGnBraG » Sat Dec 29, 2018 7:35 am

Hiya all :D

Beta 2 is here:

Download CTF-FNB-LiandriTowers-Beta2

Feedback greatly appreciated!

Cheers

beta2C-Shot0015.jpg


beta2c-Shot0018.jpg
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Re: CTF FNB Liandri Towers BETA needs feedback!!!

Postby sektor2111 » Sat Dec 29, 2018 8:42 am

At first minute type check, it do looks a bit miss-balanced
Editor-Checker wrote:CTFReport: SmartAlternatePath0 has selectionweight = 1.000000 and Team = 0
CTFReport: SmartAlternatePath1 has selectionweight = 1.000000 and Team = 1
CTFReport: SmartAlternatePath2 has selectionweight = 1.000000 and Team = 1
CTFReport: SmartAlternatePath3 has selectionweight = 1.000000 and Team = 1
CTFReport: SmartAlternatePath4 has selectionweight = 1.000000 and Team = 0
CTFReport: SmartAlternatePath5 has selectionweight = 1.000000 and Team = 0
CTFReport: SmartAlternatePath6 has selectionweight = 1.000000 and Team = 1
CTFReport: SmartAlternatePath7 has selectionweight = 1.000000 and Team = 0
CTFReport: SmartAlternatePath8 has selectionweight = 1.000000 and Team = 1
CTFReport: SmartAlternatePath9 has selectionweight = 1.000000 and Team = 1
CTFReport: SmartAlternatePath10 has selectionweight = 1.000000 and Team = 1
CTFReport: SmartAlternatePath11 has selectionweight = 1.000000 and Team = 1
CTFReport: SmartAlternatePath12 has selectionweight = 1.000000 and Team = 1
CTFReport: SmartAlternatePath13 has selectionweight = 1.000000 and Team = 0
CTFReport: SmartAlternatePath14 has selectionweight = 1.000000 and Team = 0
CTFReport: SmartAlternatePath15 has selectionweight = 1.000000 and Team = 0
CTFReport: SmartAlternatePath16 has selectionweight = 1.000000 and Team = 0
CTFReport: --- Reporting AlternatePaths setup: ---
CTFReport: For Team 0 = 8 pieces.
CTFReport: For Team 1 = 9 pieces.
Team 1 has more random options than Team 0.
I will check more later...
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Re: CTF FNB Liandri Towers BETA needs feedback!!!

Postby FraGnBraG » Sun Dec 30, 2018 4:22 am

sektor2111 wrote:At first minute type check, it do looks a bit miss-balanced
Editor-Checker wrote:CTFReport: SmartAlternatePath0 has selectionweight = 1.000000 and Team = 0 ...
CTFReport: --- Reporting AlternatePaths setup: ---
CTFReport: For Team 0 = 8 pieces.
CTFReport: For Team 1 = 9 pieces.
Team 1 has more random options than Team 0.
I will check more later...


Okay thanks sektor - indeed two altpaths were missing, the I found one of them stuck in a wall.
This must have been a "mouse slip" at some point. Fixed now, in beta3.
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