CTF-FacePalm (Release)

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Creavion
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Re: CTF-FacePalm (Release)

Post by Creavion » Thu Apr 11, 2013 11:16 pm

Funny enough I misunderstood your review first a little bit (seriously, I took these mentioned twists as a bad thing first^^), I forgot to edit that later for some unknown reason.

Domination: Hmm, ask FragnBrag if he wants to do so, he is the only one who is allowed to release a modified version of the map. If he does not want to do, then it won`t happen.
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
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Thanks to those who visibly supported me until/at the end!
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Higor
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Re: CTF-FacePalm (Release)

Post by Higor » Thu Apr 11, 2013 11:45 pm

Map = God tier.

About the mid, maybe it's that camper botz with 90% accuracy... but I got spawn killed EVERY.F***ING.TIME I appeared there.
ImageImage
Image unreal://23.111.157.138:7777
Image unreal://46.228.199.205:7788

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Dr.Flay
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Re: CTF-FacePalm (Release)

Post by Dr.Flay » Fri Apr 12, 2013 8:59 am

:mrgreen: You all see, why I have been so exited now.
I have been playing it with Higor's Botz (I never use anything else), and yeah that extra island is such a strategy changer.
You really have to dominate 2 areas now.
We gotta re-learn our habits with this baby.

:idea: Usage of the Chaos mod is much encouraged, as the redeemer will swap between the Chaos super-weapons.
The bouncing Chaos rifle ammo, is also extremely useful for getting 1 last shot at someone running in the entrance.
Run out of ammo, chasing the flag-carrier over the bridge ?
No problem, just give them a swift Chaos-kick in the backside and send them hurtling to their doom.

I bang-on about the swarm-zombies frequently, so I'll explain why I like them in jungles etc.
Anti-camper zombies. Simple.
They are a permanent distraction to everyone, as they wander happily though the teleports.
I always set them so they do not count as a kill. That way people think twice about wasting ammo on them.
Again, this is where Chaos comes in, as you can kick the zombies out of the way.

:idea: If the lack of being able to see through the leaves is bugging you, then you have no excuse but to play it with NW3 immediately !
Creavion's maps and Ferali's mod are a marriage made in digital-heaven.
The standard NW3 gun with it's plasma grenades, is very effective to defend the tower, and the gravity-gun is pure evil.
Lets not forget the Redeemer which will now cycle between several choices of killing everything.

:tu: On a side-note, I am not surprised people are mistaking the sky-box for terrain.
It is beyond expectation, and will likely be overlooked for what you have done, by the average players.
Anyone interested with mapping will do well to learn from this map.
It is all about optical-illusion, and fooling the eye with the correct perspective.

Google drive mirror - https://drive.google.com/uc?id=0B-AaAvh ... t=download (53.4 MB)
Compressed server redirect files - https://drive.google.com/uc?id=0B-AaAvh ... t=download (51.3 MB)

Anyone wishing to use services such as the multi-upload sites, can avoid visiting the page, and just copy the link into MiPony downloader.
It pings the sites and checks the file exists. It even does the waiting for you, on sites that make you wait.
MiPony has Captcha plugins so you can automate those more annoying sites.
https://www.mipony.net
It's only problem is the random 3rd party extras it offers you during install.
Temporarily disconnecting from the net during install, will always avoid installing 3rd party adware, and even Microsoft WGA requests!
Last edited by Dr.Flay on Wed Aug 14, 2019 1:32 am, edited 2 times in total.
Reason: fixed download links

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Creavion
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Re: CTF-FacePalm (Release)

Post by Creavion » Sat Apr 13, 2013 11:50 am

Once again, thanks for the comments.
On a side-note, I am not surprised people are mistaking the sky-box for terrain.
It is beyond expectation, and will likely be overlooked for what you have done, by the average players.
Anyone interested with mapping will do well to learn from this map.
It is all about optical-illusion, and fooling the eye with the correct perspective.
Everything else had been impossible to realize. Also for UEngine 2 it would have lacked like hell with all these trees then.
And even for UEngine 3 you would have used rather some treelines within the distance, just like in case of Face for UT3.
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.

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Dr.Flay
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Re: CTF-FacePalm (Release)

Post by Dr.Flay » Sun Apr 14, 2013 9:25 am

:loool:
I only just read the readme.
Thanks Crev :tu:

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Creavion
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Re: CTF-FacePalm (Release)

Post by Creavion » Sun Apr 14, 2013 9:50 am

Dr.Flay wrote::loool:
I only just read the readme.
Thanks Crev :tu:
You did? Then you were most likely the onle one, who did so. And how many grammatical mistakes have you already detected? I think over 9000?! :mrgreen:
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.

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Re: CTF-FacePalm (Release)

Post by Delacroix » Sun Apr 14, 2013 10:00 am

One hell of a goodbye gift.

I'll say it short: this map kicks ass and is a must have. Anyone who says otherwise should seek treatment.

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Creavion
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Re: CTF-FacePalm (Release)

Post by Creavion » Sun Apr 14, 2013 10:31 am

Delacroix wrote:One hell of a goodbye gift.

I'll say it short: this map kicks ass and is a must have. Anyone who says otherwise should seek treatment.
He, I'm really pleased. :mrgreen:

BTW: Thanks to the person who uploaded my maps on mapraider, but I somehow think it was you, am I right?
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.

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Re: CTF-FacePalm (Release)

Post by UnrealGGecko » Sun Apr 14, 2013 12:54 pm

I ment to ask...
Why are there 2 creavions at mapraider?

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Feralidragon
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Re: CTF-FacePalm (Release)

Post by Feralidragon » Sun Apr 14, 2013 12:57 pm

GEx wrote: Why are there 2 creavions at mapraider?
One of them is his evil twin... :tongue:

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Re: CTF-FacePalm (Release)

Post by GenMoKai » Sun Apr 14, 2013 1:41 pm

Feralidragon wrote:
GEx wrote: Why are there 2 creavions at mapraider?
One of them is his evil twin... :tongue:
:shock: no...... :help:

Back to topic:

Just played the map, the graphical stuff... i really love it! :mrgreen: even that small island i thought it would be bad (the only think i didnt like there where the spawnpoints, 1 team is to close to that redeemer) But in the gameplay, its cool, you have to keep your eyes focused more then just 1 tower. Sadly... its your last map, but still... it looks great as aweals
Image
EAT THOSE FRIGGIN BANANAS !!!!!
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Creavion
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Re: CTF-FacePalm (Release)

Post by Creavion » Sun Apr 14, 2013 1:57 pm

Feralidragon wrote:
GEx wrote: Why are there 2 creavions at mapraider?
One of them is his evil twin... :tongue:
I think it is because I registered there once as "ut_creavion", but I don`t remember anymore for sure. Since the 'normal' creavion was not assigned, you can bet why it was used.
Just played the map, the graphical stuff... i really love it! :mrgreen: even that small island i thought it would be bad (the only think i didnt like there where the spawnpoints, 1 team is to close to that redeemer) But in the gameplay, its cool, you have to keep your eyes focused more then just 1 tower. Sadly... its your last map, but still... it looks great as aweals
The big brother o`face likes it, my life had it`s purpose. :mrgreen:
FragnBrag did place the playerstarts *caught*, just saying. NOT my fault. :lol2:
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.

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Re: CTF-FacePalm (Release)

Post by papercoffee » Sun Apr 14, 2013 3:27 pm

GenMoKai wrote:
Feralidragon wrote:
GEx wrote: Why are there 2 creavions at mapraider?
One of them is his evil twin... :tongue:
:shock: no...... :help:
Yes they are twins ....one is the grumpy Crev and the other is the evil Crev ...
But don't sweat, I can assure the evil one is not on our forum. :mrgreen:

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Delacroix
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Re: CTF-FacePalm (Release)

Post by Delacroix » Mon Apr 15, 2013 1:03 am

Creavion wrote:
Delacroix wrote:One hell of a goodbye gift.

I'll say it short: this map kicks ass and is a must have. Anyone who says otherwise should seek treatment.
He, I'm really pleased. :mrgreen:

BTW: Thanks to the person who uploaded my maps on mapraider, but I somehow think it was you, am I right?
Wrong, I don't have a MapRaider account. But I did upload the map to my Dropbox. Feel free to use that link.

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Re: CTF-FacePalm (Release)

Post by FraGnBraG » Mon Apr 15, 2013 4:37 am

Creavion wrote:... FragnBrag did place the playerstarts *caught*, just saying. NOT my fault. :lol2:
yeah, but fnb did not place the guns and pickups, lol! that was you ;) that area is a bit non-symetrical, the player starts were placed there relative to the towers/sniper positions, not the redeemer... well, it's the luck of the spawn really - if you spawn at the same time as an enemy player and then loose the race for the redeemer you will have two other guns already - the guy who beat you to the deemer will have little chance to shoot it !

gj, as always, crev :) good to see such a good response to you rwork :tu:

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