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fragnbrag
12-10-2002, 05:02 PM
CTF-FNB-BoxesRuS-BETA1:

Located in the densly-packed future city, a revamped old warehouse is focal point of this CTF challenge. The game features each flag-base located on a heavily defended cargo loading deck, accessed by attackers thru a parking level or directly from the warehouse upper level loading bay - straight thru the line of fire from three sniper posts !!!!! A coordinated attack is desirable to making a successful grab (unless the defenders are caught napping on the job) and the only way back to your base is thru the infernal warehouse building.

Quite roomy and full of stuff, the warehouse offers a variety of paths for attack and escape: You can "dance across the rafters", ride on freight carriers, run the ramps, deek through the lofts or main floor or try your luck in access tunnels around the building perimeter. There's also some nasty stairwells and the "front-office" of each base to battle your way through.

Notes and recommendations so far:

1. Requires UT 436 + bp4.

2. Recommend 1g+ P3/P4/AMD + GF3/4/ati9700 for best results (I get 54-57fps avg with D3D on p4/gf3). I also ran it on an older p3/1g/gf2-64 in OGL and it lagged in a few spots, averaged 60-70fps (detonator VSync tweaked).

Map stats: 1000+ brushes, overall 1.8:1 nodes/polys, ?? zones (as many as practical :) Tried for >200-400 polys per scene, but have some 800+ poly bursts in some spots - the affect of which depends on the system - in my case usually a FR dip but nothing too bad.

3. This map is designed to support big CTF teams, I suggest 10+ per team anyway, 6 per team at a bare bones minimum...

4. Grabs i found were hard against godlike bots, well, for me anyway - i'm _ok_ but not a brilliant CTF player by any means - it'll be interesting to see how translocator-junkies navigate the map ;) For this BETA release I just used the auto-pathing in UEd2, this'll be redone after any route suggestions are implimented...

This is a beta map so I'm not finished with things like the skybox and some lighting, etc., I also have more deco and movers to add in but I'll wait till i get some feedback first.

This map configuration represents the big model - if need be, I can scale it down about a quarter - I don't think it's a particularly large CTF map anyway....

(Some screenies will follow shortly)

Please post feedback here or send comments and suggestions to fragnbrag@rogers.com

Many thanks in advance :)

PS: Check out my other map projects at http://members.rogers.com/fragnbrag
IF you see something you'd like to try then let me know and I'll dust it off and get it in here ;)

FNB

fragnbrag
12-11-2002, 09:17 AM
HOM - there's a hom in the blue base but doesn't affect play so i'll fix that and re-post next time i build. The map's also pretty laggy on <1g + gf2 and a Radeon VE (hmmmm.....:o.

Stilgar
12-11-2002, 08:35 PM
screenies please :)

fragnbrag
12-11-2002, 11:23 PM
Originally posted by Stilgar
screenies please :)
appys - bin bizzy - okee dokee - i'll start with base approaches

fragnbrag
12-11-2002, 11:25 PM
warehouse entrance (ground level)

fragnbrag
12-11-2002, 11:27 PM
flag-base is up on top level...

fragnbrag
12-11-2002, 11:30 PM
you go up some stairs then thru that passage ahead....

fragnbrag
12-11-2002, 11:35 PM
which puts you here (this can be a very bad place for _you_ ;)
Note the garage doors - you can reach this same place from within the warehouse upper levels and run straight thru, or thru the front doors (on the ground-level) and work your way up thru 4 floors of office space...

fragnbrag
12-11-2002, 11:40 PM
here's the first defence point - this topmost floor of the base "office" block - overlooking the "mouth" of the base (you can see down the ramp to those garage doors in the last pic...

fragnbrag
12-11-2002, 11:45 PM
now here's the last line of defence to protect the flag (but if it's only you up there and you can't hit him then he makes the grab - better be a damn good shot then ;) note the stoopid bot head shot opportunity...

fragnbrag
12-11-2002, 11:50 PM
one last base pic - this is from the other side from within the crane unit (that last pic was taken from standing on top of the crane cab - note _then_ that you can run around on the big boom structure that sits above then entire cargo deck area if you want to and snipe straight down ;)

fragnbrag
12-12-2002, 12:05 AM
you'll note from all these screenies the TIMEDEMO values - this is D3D "untweaked" on a p4-1.8g w.512ddr and a gf3-ti200/64m card. Keep an eye on those numbers... Except for the stupid HOM in the blue base, this map is rendering really well right now ;)

fragnbrag
12-12-2002, 12:10 AM
outer defence point within the base office (3rd floor i think)....

fragnbrag
12-12-2002, 12:29 AM
here's a shot from right off a freight elevator look towards the side of the red base office block - note the door on the side leads into that upper "garage-door" area and there's ramps leading up to the first defence point (right up under the ceiling). from up there you can jump or trans around all those beams and ride freight cars across the room.... etc. oh yeah, you can also get your ass shot off easy from anywhere below ;)

fragnbrag
12-12-2002, 12:51 AM
i'm standing on one of the tube light fixtures looking towards blue (note there's a deemer up (behind me) but good luck getting/using it (hee hee - it is a long down if you miss the jump ;)

fragnbrag
12-12-2002, 12:54 AM
there's lots of room to run around in and an interesting balance of exposure/cover ...

fragnbrag
12-12-2002, 12:57 AM
there's also some stuff you can occupy when needed - like interior crane cabs to snipe from and down around the lower floor area "pill-box" type snipe stations in the perimeter corridors...

fragnbrag
12-12-2002, 01:00 AM
corridors shown here wrt main warehouse floor area...

fragnbrag
12-12-2002, 01:01 AM
and here's an outer corridor leading to a stairwell ...

fragnbrag
12-12-2002, 01:04 AM
and of course a stairwell which twists around and up and leads outside..... we're all done now so good night (and please dl the damn map :o)

Cobra
12-12-2002, 05:00 AM
Super Map!!!!. I realy like it,and i'am gona keep it on my hard drive, for a LONG time. But before I will fix the bots, cause they realy suck alot. But the theme and everything, is simply super. Great job. :)

fragnbrag
12-12-2002, 01:11 PM
Originally posted by Cobra
Super Map!!!!. I realy like it,and i'am gona keep it on my hard drive, for a LONG time. But before I will fix the bots, cause they realy suck alot. But the theme and everything, is simply super. Great job. :)

Glad you like it Cobra ;) keep in mind this is not a finished version of the map yet - I'm really looking for opins on the routes/difficulty so I can adjust the layout if need be before I finish with decorating, pathing and pickup placement. What I'm hoping is ppl will provide comment, stuff like "deemer sucks there, should put it here instead" or "need a better way up to that spot there" or "get rid of that thing there cause it'll never be used", etc. That would help alot. I plyed a lot of maps to come up with this - I want it to be a good CTF right out of the starting gate, not just the same old patterns. I'm asking out cause who knows good CTF better than the guys (and girls) that make really good CTFs? Those ppl are all here... :)

Switch
12-12-2002, 11:07 PM
Flow looks good, if not complicated. Hope I don't get lost!
The texture selection could be better. Crate textures for crates, base textures for floors with the circle deco added in a few places where it looks good, stuff like that.

Downloading...