CTF-Panamax [FINAL]

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sektor2111
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Re: BETA: CTF-Panamax

Post by sektor2111 » Sat Jan 04, 2020 8:51 pm

According to lightning perhaps I don't have eyes to figure differences or I was focusing in other direction... Idea is... that I have done movers with lights attached and all that sort of said "impossible" or "heavy" stuff. This great map triggered me to do a small research for settings that need to go to said mover - I like such a Net challenge all time. First LAN test was promising, now I want to see how does it work in a real Server environment. If settings are good I'll tell you what to do. For the moment I did not get a real smoother movement but Redeemer is an option with Translocator for players - I got it - perhaps for future I'll take Bots in account... :tu: , it might be a too narrow spot but...
If Mover will be a bad-ass perhaps I have to attack it with a client assistant, first I want it to work as it is by only adjusting a few things.

I'll keep you informed...
Edit: Probably this way
I could get Redeemer even if mover doesn't move that smooth - Bot is not under discussion yet - I even removed InventorySpot from stage and rebuilding routes:
Pnm_Rot_Mvr.PNG

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OjitroC
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Re: BETA: CTF-Panamax

Post by OjitroC » Sun Jan 05, 2020 12:06 am

fudgonaut wrote:
Sat Jan 04, 2020 5:40 pm
I was wondering if people could compare Beta1 and Beta2 on their own machines, and let me know which one looks better (or is is somewhere in between)?
I think the lighting in Beta2 is better.
fudgonaut wrote:
Fri Jan 03, 2020 7:13 pm
This is my first map and it took me forever to finish. Honestly I don't know if I have it within me to make another one. The process was agonizing.

For a first map it is pretty impressive, with a nice original theme and excellent execution, and it would be a pity if you don't feel able to follow it up - what happened to CTF-Acrophobia?

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fudgonaut
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Re: BETA: CTF-Panamax

Post by fudgonaut » Mon Jan 06, 2020 2:33 am

Thanks sektor for looking into the online mover!

Thank you and OjitroC for the feedback, and the kind words! I'm going to sit on the map for a few days, and if there are no other comments, I'll probably repackage Beta2 as final.

CTF-Acrophobia is on indefinite haiatus, there were some things I was trying accomplish with geometry that I have since learned are too ambitious for the unreal engine. I may salvage some of core the ideas, if I decide to make another map. But my brain is still crispy after CTF-Panamax.

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fudgonaut
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Re: CTF-Panamax [FINAL]

Post by fudgonaut » Fri Jan 17, 2020 10:57 pm

Since no more feedback has arrived, I'm declaring my first UT map, CTF-Panamax, complete.

Files have been updated, zipped, and posted at the top of this thread.

Screenshot.jpg

Thanks everyone who made it possible!

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EvilGrins
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Re: CTF-Panamax [FINAL]

Post by EvilGrins » Fri Jan 17, 2020 11:38 pm

fudgonaut wrote:
Fri Jan 17, 2020 10:57 pm
Since no more feedback has arrived, I'm declaring my first UT map, CTF-Panamax, complete.
I've largely been in my own world up till now, so I'll give it a review tonite... provided I don't pass out when I get home.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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sektor2111
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Re: CTF-Panamax [FINAL]

Post by sektor2111 » Sat Jan 18, 2020 11:57 am

I'll keep beta with mover working better On-Line - here mover has the same problem, without that one-way route to Redeemer.

Excepting Mover this map it's simply amazing and if I take in account that is your first map I'm very impressed :tu: :highfive: . I would like to see 1000 such mappers doing things like that.

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Gustavo6046
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Re: CTF-Panamax [FINAL]

Post by Gustavo6046 » Sat Jan 18, 2020 6:51 pm

Ooo, the Panama canal!

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