View Full Version : CTF-Sucaam
08-11-2002, 02:23 AM
I just felt like making a new map, it's called CTF-Sucaam.
Don't ask me where I came up with the name, I just did. It's a fairly simple map. My focus was on Z-Axis fighting. I love to drop down on people.
I know how much CTF-Goat was such a big hit, I decided to give it another try. I was going to wait until UT2K3 but I was bored.
Anyway feel free to take a look at it and provide some feedback.:D
08-11-2002, 02:23 PM
I'll check it out.
here's the link btw
08-11-2002, 06:03 PM
Thanks for the link Z.:rockon:
08-11-2002, 06:17 PM
Okay, the lighting got messed up. I think I selected all lights when I just wanted a couple. Oh well, after the review I'll work on it some more. That way if anything else isn't right I can work on that too.
It can't be as bad as phalanx's maps.:evil:
Archi's very cubicle and almost impossible in some places (some ramps and walls are too thin...): more decos would be welcome such as supports for the various pipes, machines and/or control pannels, pillars, and so on...
Lighting's too much overall and lacks of contrasts IMO: light sources are HUGE sometimes, too much than necessary I think... Maybe you can put some deco texs instead of lights in some places (outside particularly)
Good layout but maybe slightly overscaled and too much open in some places: perhaps you can add some door movers here and there to make the various areas more isolated and have some noise sources to warn defenders that someone attacks/escapes through these ways... A KOH or a Shield Belt should be a better idea than an Invisibility IMO but maybe it's just me...
08-11-2002, 07:04 PM
What Gui said and....Jump Boots.
I liked the basic layout. Also, if you're bot pathing, they're sticking on their own flag ramp when defending.
You have alot of open space to clutter it U.P. a bit and experimenting will be easier.
08-11-2002, 07:13 PM
Thanks for the advice. I know I screwed up the lighting, don't know when, it was colored and not as bright then it turned out like that. I wasn't trying to make it so big, it just came out that way. I'm still trying to get used to the size of things.
There are KOH, shield belts, Armor and jump boots. You have to find them! Well the Keg isn't hard to find. Look up!
there are also redeemers that have to be found.
I like the idea of doors, maybe one day I'll fix it up and add doors, thanks.
Is there a way to tell the actual size of a brush? I mean I make a ramp or room and forget what size I used. Can you select the properties and find out the size?
I'm still very very new at making maps, but I think this one is better, and should play better than CTF-GOAT.
I'll keep experimenting to try different things, I need to create more detail.
08-11-2002, 07:50 PM
I found the shield belts. Tough to get to in battle.:)
To know the size of a brush you have to "measure" it with the grid: dunno any other manners... :dunno:
08-12-2002, 08:42 PM
I checked out the map, I agree with what has been said. The map looks a lot better than your previous map, though it may not play very well since it is so large and open. The layout is good i believe, but if you made everything half as big (i.e. the flag room, the boxes, each level, everything really) then it would probably be way better.
The problem is that with everything so spread out, you lose some gameplay elements like flow and players want the ability to use the environment to their advantage, but if the next available wall or cover is ten seconds away, they are screwed.
I don't think I like the elevators in the flag room. Actually, I really don't like the flag room much at all. It REALLY MUST be smaller, or at least filled up more. If everything was closer, like the flag stand closer to the bottom floor and the top edges closer to the flag stand, then it would all flow better and increase the action.
The weapons and such seem so far apart as well, but like I said, EVERYTHING needs to be scaled down A LOT. I really think the layout would work though, just shrink it.
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