CTF-XV-R!P-Castle-RezQ-MIA-Rev-7

Tutorials and discussions about Mapping - Introduce your own ones!
Buggie
Godlike
Posts: 2656
Joined: Sat Mar 21, 2020 5:32 am

CTF-XV-R!P-Castle-RezQ-MIA-Rev-7

Post by Buggie »

Convert from UT2004 for CTF with X-Vehicles this map:
VCTF-R!P-Castle-RezQ-MIA-Rev-7

Shot00000.jpg
Shot00001.jpg
Shot00002.jpg
Shot00003.jpg
Shot00004.jpg
Shot00005.jpg
Shot00006.jpg
Shot00007.jpg
This map need XVehicles at least v41 for load:
viewtopic.php?f=34&t=14936
CTF-XV-R!P-Castle-RezQ-MIA-Rev-7v0.7z
You do not have the required permissions to view the files attached to this post.
Last edited by Buggie on Wed Aug 24, 2022 8:58 pm, edited 1 time in total.
User avatar
OjitroC
Godlike
Posts: 3585
Joined: Sat Sep 12, 2015 8:46 pm

Re: CTF-XV-R!P-Castle-RezQ-MIA-Rev-7

Post by OjitroC »

Another fun XVehicles map :gj:

I find that some of the jump pads cause damage to the player on landing - this one in particular where I get damage on landing on the box or it throws me beyond the box and I get a lot of damage/die
XVCastle.png
There are one or two others which I didn't take shots of - they do cause a bit of damage on landing.
You do not have the required permissions to view the files attached to this post.
Buggie
Godlike
Posts: 2656
Joined: Sat Mar 21, 2020 5:32 am

Re: CTF-XV-R!P-Castle-RezQ-MIA-Rev-7

Post by Buggie »

Yes. It by design.
Some jumps cost "price". On which on sshot you need use air control and fly right to wall. There you can get less damage and better spot for escape with flag.

Also you can aim to belt and pray it be there and you pickup it before hit ground.
User avatar
OjitroC
Godlike
Posts: 3585
Joined: Sat Sep 12, 2015 8:46 pm

Re: CTF-XV-R!P-Castle-RezQ-MIA-Rev-7

Post by OjitroC »

Oh, I see - thanks.

I had this in the log

Code: Select all

UTJumpPad4: WARNING: Minimum theoretical jump angle is 88. JumpAngle=45. Trying angle=88 U=[TeleporterB] N=[UTJumpPad4] D=[Teleporter2]
UTJumpPad20: WARNING: Minimum theoretical jump angle is 89. JumpAngle=45. Trying angle=89 U=[TeleporterR] N=[UTJumpPad20] D=[Teleporter4]
Buggie
Godlike
Posts: 2656
Joined: Sat Mar 21, 2020 5:32 am

Re: CTF-XV-R!P-Castle-RezQ-MIA-Rev-7

Post by Buggie »

Yes. On net play this tricky jumppads for make particle effects, act unexpected. i hope I find solution soon.
User avatar
OjitroC
Godlike
Posts: 3585
Joined: Sat Sep 12, 2015 8:46 pm

Re: CTF-XV-R!P-Castle-RezQ-MIA-Rev-7

Post by OjitroC »

in 469c RC3, EXUOpenGL, offline - the Manta tends to jump quite a lot in this map - I don't get it in every map (just the ones I've reported really) so probably not to do with my setup/system?

Now working out how to 'use' the jump pads, when to alter my flight through the air.
Buggie
Godlike
Posts: 2656
Joined: Sat Mar 21, 2020 5:32 am

Re: CTF-XV-R!P-Castle-RezQ-MIA-Rev-7

Post by Buggie »

Manta can jump on lower fps.
I feel like on next map manta jump for you as bunny.

I note this for upcoming XV updates.
User avatar
OjitroC
Godlike
Posts: 3585
Joined: Sat Sep 12, 2015 8:46 pm

Re: CTF-XV-R!P-Castle-RezQ-MIA-Rev-7

Post by OjitroC »

The FPS varies across the map, as I suppose it would - it's at its lowest in the areas where the Mantas are located and hence when they start off. These are the stats from a short test in this map
ScriptLog: 6780 frames rendered in 182.44 seconds. Min 23.69 Max 48.03 Avg 37.16 fps.
User avatar
papercoffee
Godlike
Posts: 10433
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.

Re: CTF-XV-R!P-Castle-RezQ-MIA-Rev-7

Post by papercoffee »

What a long map name (o__O)
Buggie
Godlike
Posts: 2656
Joined: Sat Mar 21, 2020 5:32 am

Re: CTF-XV-R!P-Castle-RezQ-MIA-Rev-7

Post by Buggie »

Gameplay on map: