{Vex}Maps

Maps made by peeps other than CTC members.

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vapor
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Re: {Vex}Maps

Post by vapor »

Mr Bean wrote:
Vex wrote:New map added check first post for description and download link.

Id like to know what you people think about this remake. :)
I love it! You've gotten a lot better. Nice usage of BSP and movers. Layout is better as well. I love the deemer spawn. Clever stuff man. I personally appreciate constructive criticism. I hope you do as well. These a few things that in my opinion need attention:

- Elevator Doors: They open separately instead of in unison. They are presently set as bump activated. Assigning a trigger to the movers would fix this. Check out my map VCTF-MB-House on the server for an example.

- Deemer & Spiders Base: The pick up is foating far from the base. Obviously this was your intension. The thing is, it just looks awkward. There's an option in the properties to hide the base while in game. You'll still see it in the editor.

- Fake wall: In my opinion they're gimmicky and in most cases do not contribute to a good game flow. You can fly a manta through there but can't go through on foot making manta runs a no can do.

- Zone Portals: While FPS is good, you always want to have the best. Due to the nature of the layout, you would really benefit from some zone portals.

- Nestled Flag area: It's probably late to mention this, but the game flows better with a flag a little more out in the open. This is VCTF, not CTF. Take a look at the most successful VCTF maps. The flag is more out in the open with at least four routes in and out. Less than this and things bottle neck inhibiting game flow. The flag is too easy to defend resulting in a stalemate. Again it's probably to late to mention, but keep it in mind for future projects.

Hard, Right Angle Turns: While not a problem on foot, it's usually too much of a challenge for vehicles. Try using a hallow cylinder and the cut tool to make some nice curved vehicle hallways.

I'd wait for some more input before jumping in with any major changes. Collective input is always better. After hearing everybody out, make you're own decisions as you the creator see fit. Nice work.
i agree with taking out that fake wall, too impractical really for someone to run out with the flag and gives manta runs only two entrances.

i dont think having right angle walls are too big a deal. Vehicles apart from manta will probably just stay in the base, and straight walls can actually be faster for the manta.

i would also think about maybe putting a jump pad on that opening after the fake wall up to the top level, might open games up some.

also, for manta runs at least, the ceilings kind of need to be a little higher, currently im pretty sure a rider will stick to the ceiling if a manta jumps at all, which is about the only way to dodge people that would be defending hallways.

and also that fan thing over the flag, the manta can get stuck in there pretty easily, and then from there climb that cylinder and get above the map, personally what i would like most is taking out that fan and leaving that hole open so mantas can drop in from above or pop up out of there, then maybe along people to get up that high on foot by lifting jumping from that one lift, just putting a hole in the ceiling above it. always prefer maps that have alot of different levels.

also as a sidenote, can the server be set to some of sal/jim's and bean's less played maps, some of those should be played more...
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Vex
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Re: {Vex}Maps

Post by Vex »

I do like constructive criticism.

I did test a bit more yesterday and I found some bug like the door and stuff. I plan on correcting them.

- Elevator Doors: Do not know how to make them open both. There was a tutorial but I lost it if you do know a tutorial or something similar help would be appreciated.

- Deemer & Spiders Base: Good Idea.

- Fake wall: Its not really a fake wall its meant to be used for foot run if you stand on the udamage and press use key the door open and you have 2 sec to get through after the door close but may as well remove it. Yeah I also noticed about the manta going through some of the meshes.

- Zone Portals: Heard about them do not know how to use or what they do exactly. Only I know they improve ingame performance.

- Nestled Flag area: I also noticed bad point for that map with all the spawn next to it really hard to steal flag. Also this was a remake I tried to make it bigger.

- BSP: About them if you open the map you can see I did a lot of them just for texture variety im wondering if its possible to cut a texture in half without making new BSP. Ive been doing maps and each time I learn new stuff or better method I always let the grid on but I do not knwo how to use when I map im doing math to make it all symetric.

- Jumping Pad: Im not too sure about this.

- The Fan and Expanding Top Area: I think this is a great Idea to allow manta to drop from above.

Rant: I mainly learned by myself and from UDK help site before UDK I was mapping in Warcraft 3 I still map. I would love a combination of Warcraft Scripts and UT Engine for mapping. Oh Yeah and im also french Canadian there is alot of words I do not understand and from my own experience mapping with a french editor = Extremely bad idea. In other editor I've used people couldn't open my maps and stuff.

Thank you for the replies really appreciated.

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CTC-Salchicha
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Re: {Vex}Maps

Post by CTC-Salchicha »

Vex, what you really need is to talk to one of us on vent for about 30 mins and you would improve greatly. I think there are answers to your questions but I need them explained a bit differently or in chat. We have a ventrilo server that allows us to talk to each other outside of Ut2K4. I remember Jim and I talking to Bean about one of the first maps he made and look where he ended up. His concept of level design is superb and we have worked together on a number of maps that I think have turned out great. We still learn from each other so don't think you'll get it all in two weeks. My first map took me about a year before I thought about releasing it.

Keep at it and try to hook up with one of us on vent, n'est pas?

Au revoir-
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Beltamaxx
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Re: {Vex}Maps

Post by Beltamaxx »

CTC-Salchicha wrote:Vex, what you really need is to talk to one of us on vent for about 30 mins and you would improve greatly. We have a ventrilo server that allows us to talk to each other outside of Ut2K4.

I agree. Also, check your PM box, sent you a little present.... :D
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Mr Bean
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Re: {Vex}Maps

Post by Mr Bean »

Beltamaxx wrote:
CTC-Salchicha wrote:Vex, what you really need is to talk to one of us on vent for about 30 mins and you would improve greatly. We have a ventrilo server that allows us to talk to each other outside of Ut2K4.

I agree. Also, check your PM box, sent you a little present.... :D
Virus.
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rimmer59
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Re: {Vex}Maps

Post by rimmer59 »

Trojan Horse+Animated Porn.

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CTC-Salchicha
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Re: {Vex}Maps

Post by CTC-Salchicha »

It always feels like somebody is watching me.
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Ghosted
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Re: {Vex}Maps

Post by Ghosted »

CTC-Salchicha wrote:It always feels like somebody is watching me.
They is

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Friend + Friend + Friend - Titanfall = -1
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CTC-Salchicha
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Re: {Vex}Maps

Post by CTC-Salchicha »

Bingo Ghost-

well played.
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Mr Bean
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Re: {Vex}Maps

Post by Mr Bean »

Here's a slightly modified version I worked on this morning: http://www.mediafire.com/file/4inz4bid9 ... enaMB3.ut2
Not much was done as to not interfere with your vision. These are more or less the changes:

* Invisible Deemer & Spider weapon base

* Moved the Mini Turrets up just a notch (felt it was in the way after exiting the lift)

* Reworked the lifts and lift doors
- Default mover open time changed from 4 to 2
- Changed mover Object > Initial State from Bump Opened Time to Trigger Opened Time
- Added triggers to open the doors in unison
- Added triggers for the lift. One at ground level, and another call trigger on the second level (lets you use the lift in both directions)

Check it out when you get a chance and use any of the changes you like. I really wanted to do more work on it but didn't want to take over. Lot's of things flowing through my head when I was on the editor. If you need any help with stuff let me know.
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Vex
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Re: {Vex}Maps

Post by Vex »

New map. I feel im improving on the basic.
This map is extremely basic and I have yet to add bot path.
http://www.mediafire.com/?mwucdjm6spimmvm
Mr Bean wrote:Here's a slightly modified version I worked on this morning: http://www.mediafire.com/file/4inz4bid9 ... enaMB3.ut2
Do you still have this one? I never got to check it and the change you made seems really interesting

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Mr Bean
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Re: {Vex}Maps

Post by Mr Bean »

Yep. I'll re-upload it tomorrow.
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Mr Bean
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Re: {Vex}Maps

Post by Mr Bean »

Here it is... map
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Vex
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Re: {Vex}Maps

Post by Vex »

I have to admit these changes are awesome I did not know how to make lift and lift doors like that.
I agree on every change made.

Im curious as to what other change idea you had in mind.
Also I would like to know how to make a lift path for my new map I tried to make one but it said it could not find a lift.

Download link with path no lift path though: http://www.mediafire.com/?euwqzohcaq96m3x

Vex
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Re: {Vex}Maps

Post by Vex »

DM-[Vex]Beholder
Download: http://www.mediafire.com/?w3gy5b4z95sccam
Player: 1-4
Description:
-Small Map
-4 Spawn
-6 Health Charger
-1 Super Health Charger
-1 Shock Rifle
-1 Sniper Rifle
-1 Minigun
-1 Flak Cannon
-Final paths for bots
-Working lifts
-4 Ammo spawn for each weapons
Rant: I basically turned it into a DM map it plays really wells.

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