Map Release: Conflict (updated to v1.2)

Map Release: Conflict (updated to v1.2)

Postby Ulukai » 05 Feb 2012, 11:08

Hello all,

I have a new map finished. It's called Conflict and it supports DM, CTF, DTF and Bomber-Ball.
Feel free to upload it on your server, but please leave a message here if you do so we can playtest it together :)
All feedback is welcome, let me know what you think.

v1.2 is out, download it here: http://www.mediafire.com/?z1v5xm2dvnl6ecv

Changelog

Conflict v1.0 - 05/02/2012
- Initial release.

Conflict v1.1 - 09/02/2012
- Some weapon placement changes.
- Replaced upper lifle with SMG.
- Added jumppads from lowest level to highest level and added waypoints for bots.
- DTF flag placement changes.
- Added support for Bomber-Ball.
- Different scrolling speeds for green computer screen.

Conflict v1.2 - 12/02/2012
- Shields in the length of the map are a little longer for more cover. Bot waypoints adjusted.
- Added a rocket only for instagib mode because it proves to be popular with the new "rocketallowed 3" variable which allows rockets to spawn in instagib. The rocket is located where the sword would be in other modes because there players are the most vulnerable.

screenshot.0001.jpeg

screenshot.0002.jpeg

screenshot.0003.jpeg

screenshot.0006.jpeg

screenshot.0010.jpeg
Last edited by Ulukai on 12 Jun 2012, 07:14, edited 5 times in total.
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Re: Map Release: Conflict

Postby Catalanoic » 06 Feb 2012, 02:20

it's awesome, good job!
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Re: Map Release: Conflict

Postby arand » 06 Feb 2012, 19:22

Just some quick impressions.

  • Really nice lightning, particularly like the look of the wall-lights on the outside, and also good hilighting of the jumppads.
  • Nice and detailed texturing, there's a good variety in to the walls in particular.
    - If nitpicking, I think the side material of the ramps would fit better with something more smooth/metallic than the current rock texture.
  • I feel like it's very open, and the height of it makes it very rifle-favoured, since from the top level, you can basically hit all places on the map except for the very bottom level, and in particular you have full control over the obvious paths upwards (the jumppads).
    Maybe one could place things in the middle void to seclude things somewhat? (I'm imagining vertical glass panes going lengthwise one level, and breadthwise the other, somewhat above the floor plane for said level.) Might also be wallrunnable?
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Re: Map Release: Conflict

Postby TheLastProject » 06 Feb 2012, 19:38

It's a nice map, there are just a few things I want to note:

1. It is sometimes hard to get up a floor from the outside. I don't say it has to be changed and it could be intended, but I sometimes found it slightly annoying.
2. No bomber ball mode. PLEASE switch the sword in the middle for a bomber ball in Bomber Ball mode (could leave the sword there, put it just above the bomber ball or put either the bomber ball or the sword a floor lower) and put two baskets on the map. Could be on the same place as the flags or one floor lower. It's not much of a trouble and I would really like to play Bomber Ball on this map...
3. DTF flag placement is quite strange and unsymmetrical. I would personally prefer a more symmetrical layout for the flags to ensure no team has an advantage over the other.

Besides that, it is quite nice to play on this map. If you could at least consider my three points I would love to have this map included into RE 1.3.
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Re: Map Release: Conflict

Postby Ulukai » 06 Feb 2012, 21:23

First of all: thank you for helping me improve this map.

arand {l Wrote}:Really nice lightning, particularly like the look of the wall-lights on the outside, and also good hilighting of the jumppads.

Thanks for the nice words :)

Nice and detailed texturing, there's a good variety in to the walls in particular.
- If nitpicking, I think the side material of the ramps would fit better with something more smooth/metallic than the current rock texture.

Actually, it is not a rock texture, that would be just weird... It's a metal texture called wickedmetal5a. Maybe if tou take another glance at the ramps you'll see it better? I liked the effect of the lighting on this texture.

I feel like it's very open, and the height of it makes it very rifle-favoured, since from the top level, you can basically hit all places on the map except for the very bottom level, and in particular you have full control over the obvious paths upwards (the jumppads).
Maybe one could place things in the middle void to seclude things somewhat? (I'm imagining vertical glass panes going lengthwise one level, and breadthwise the other, somewhat above the floor plane for said level.) Might also be wallrunnable?

You're right about this, but I don't understand completely what you're suggesting. Could you clarify some more or maybe draw a rough draft image? I will replace the rifle upstairs with another gun. If you want to snipe, at least you'll have t make a run from downstairs or the middle level to the top then... :p Right now there are 2 rifles because I know it's a popular weapon, but the map would benefit from only 1 after all.

TheLastProject {l Wrote}:It is sometimes hard to get up a floor from the outside. I don't say it has to be changed and it could be intended, but I sometimes found it slightly annoying.

I know it's not that easy but it is possible. It is intended to be like this because it is a rather small map and all areas are easily reachable already. But for those who want to and want to take the risk (it is possible to fall to your death this way) you can try.

No bomber ball mode. PLEASE switch the sword in the middle for a bomber ball in Bomber Ball mode (could leave the sword there, put it just above the bomber ball or put either the bomber ball or the sword a floor lower) and put two baskets on the map. Could be on the same place as the flags or one floor lower. It's not much of a trouble and I would really like to play Bomber Ball on this map...

I noted this down on my to-do list for you. My previous attempt to include bomberball mode on a map has failed because I couldn't find the commands and affinities, but I'll give it another try with the new editing menu and ask for hlp on IRC if I can't find it on my own.

DTF flag placement is quite strange and unsymmetrical. I would personally prefer a more symmetrical layout for the flags to ensure no team has an advantage over the other.

I tried to spread the flags over most of the available floors, but if you can come up with better locations, just tell me where you want them and I'll be glad to place them there for you in v1.1.
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Re: Map Release: Conflict

Postby arand » 06 Feb 2012, 22:43

Ulukai {l Wrote}:Actually, it is not a rock texture, that would be just weird... It's a metal texture called wickedmetal5a. Maybe if tou take another glance at the ramps you'll see it better? I liked the effect of the lighting on this texture.

Well, I think it looks like rock anyways, but like I said, it's nitpicky, and likely a subjective taste of mine :p

I feel like it's very open, and the height of it makes it very rifle-favoured, since from the top level, you can basically hit all places on the map except for the very bottom level, and in particular you have full control over the obvious paths upwards (the jumppads).
Maybe one could place things in the middle void to seclude things somewhat? (I'm imagining vertical glass panes going lengthwise one level, and breadthwise the other, somewhat above the floor plane for said level.) Might also be wallrunnable?

You're right about this, but I don't understand completely what you're suggesting. Could you clarify some more or maybe draw a rough draft image? I will replace the rifle upstairs with another gun. If you want to snipe, at least you'll have t make a run from downstairs or the middle level to the top then... :p Right now there are 2 rifles because I know it's a popular weapon, but the map would benefit from only 1 after all.

What I pictured was somthing like this:
Image
Or maybe there could be some walls (glass?) which encapsulated bits of the middle levele walkways:
Image
Another idea would be to create a teleporter, or a super-jumppad (via outside areas?) to the top from the bottom, just to make the top less safe...

Just some random ideas, I'm not sure how they would turn out in reality.
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Re: Map Release: Conflict

Postby Ulukai » 06 Feb 2012, 23:32

Hmmm I see what you're talking about. I like the idea of jumppads from the bottom to the top the most. This way it is possible to surprise players on the top level because you will be coming from behind (outside area). I think your other ideas will be too blocking and get too much in the way of the usual gameplay. Given the size of the map, you must still be able to attack a flag carrier when he's running through the level and the big glass-thingies you had in mind could be too obtrusive. However, I'll consider some extra shelter on the middle walkway where possible and can enlarge the ones on the base level. We'll see how it turns out.
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Re: Map Release: Conflict

Postby shnbwmn » 07 Feb 2012, 21:54

Nice map mate :)
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Re: Map Release: Conflict

Postby fawstoar » 08 Feb 2012, 01:37

A brilliant follow-up to Ares, which was also really good. Nice work once again...
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Map flythroughs, RE trailers, etc: http://www.youtube.com/playlist?list=PL67578B2BCD99FB7B
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Re: Map Release: Conflict

Postby Ulukai » 08 Feb 2012, 09:21

Thank you guys, I'm glad you like it. :)

Arand, I tried one of your suggestions yesterday, see screesnhots below. It's executed quickly and the design might not be the most creative, but I first wanted to see how it feels and I honestly don't like it. Besides the feeling that it don't fits the level, it also kills the gameplay. I'll try the idea of jumppads from the lowest level to the top level next.

TheLastProject, any ideas already about the DTF flags locations?

screenshot.0013.png

screenshot.0014.png
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Re: Map Release: Conflict

Postby raiden » 08 Feb 2012, 12:53

It's a nice map here. I like the open layout, the idea to link lights with jumppads, the whole solid appearance of the map, the lighting and especially for me: the skybox.

I have no real new suggestion beside the others here. I can give only some simple, unfinished and not necessary thoughts:
- the different levels could have different lightcolours, maybe in teamcolours of the ctf teams, around their startingspots.
- Something should happen with the glass entitys: maybe they should be wallrideable indeed, or should have a kind of animation ?
- The computer screens could get better animations: it's easy to give different scrollspeeds to parts of the textures.
- maybe a teleport from the lowest to the upper region ?
I know, that I rely on tiny details here, thats seems to be me. That also shows, that your map is nearly finished and a round thing :).

PS: DTF-flag placing ? *scratch head* I had no time to take a closer look here :?
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Re: Map Release: Conflict

Postby TheLastProject » 08 Feb 2012, 15:54

@Ulukai: I was thinking maybe mirroring what you have as well, but that would leave you with 8 flags which is somewhat much. It's just, a lot of flags are really on the side of ONE team, without those being around their spawn point. For example, the flag on the roof is way easier to get to by one team than by another.
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Re: Map Release: Conflict

Postby Architect » 08 Feb 2012, 19:40

nice, can't wait to pZap somebody on it
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Re: Map Release: Conflict

Postby Ulukai » 09 Feb 2012, 00:54

I've been finetuning my map keeping the above feedback in mind.

v1.1 is out, download it here: http://www.mediafire.com/?gekwwbemsdji8yq

If you're linking to my map somewhere somehow, please update your link.
If you're using my map on a server, please let us know here and update the map.

Conflict v1.1 - 09/02/2012
- Some weapon placement changes.
- Replaced upper lifle with SMG.
- Added jumppads from lowest level to highest level and added waypoints for bots.
- DTF flag placement changes.
- Added support for Bomber-Ball.
- Different scrolling speeds for green computer screen.

screenshot.0002.jpeg

screenshot.0003.jpeg
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Re: Map Release: Conflict

Postby raiden » 09 Feb 2012, 01:03

Ah a newer version is out, nice. I'll try it soon.
I have a question: how did you realize your very nice skybox ? I was astonished about the moving and shining stars and where pleased to experience how to do things like that.

Regards and congratulations for your new map.
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Re: Map Release: Conflict

Postby Ulukai » 09 Feb 2012, 13:47

raiden {l Wrote}:Ah a newer version is out, nice. I'll try it soon.
I have a question: how did you realize your very nice skybox ? I was astonished about the moving and shining stars and where pleased to experience how to do things like that.

Regards and congratulations for your new map.


Yes I liked the spinning effect of the skybox as well. What you see is a skybox and and cloudbox both rotating in the same direction but with different speeds.

The most important commands (of the top of my head, I hope they are correct and I hope I don't forget one) for this skybox:
/skybox (typing this will tell you the name of the set skybox)
/skybgcolour
/cloudbox (typing this will tell you the name of the set cloudbox)
/cloudblend
/spinsky
/spinclouds

That's about it. What I do is study some maps which I like and see how things are done. You can get lots of inormation out of the CFG files or by typing the commands without value in the command prompt (like shown above).
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Re: Map Release: Conflict

Postby raiden » 09 Feb 2012, 15:15

Special thanks for your concrete hints. This will help me a lot. I began a new project about a space floater, mainly a CTF map, on which I will use that knowledge. But this is for the far, far future... I can't betray more until now, because nothing is reliable.
Time to test your new version finitely.
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Re: Map Release: Conflict (updated to v1.2)

Postby Ulukai » 12 Feb 2012, 11:15

v1.2 is out, download it here: http://www.mediafire.com/?z1v5xm2dvnl6ecv

If you're linking to my map somewhere somehow, please update your link.
If you're using my map on a server, please let us know here and update the map.

Conflict v1.2 - 12/02/2012
- Shields in the length of the map are a little longer for more cover. Bot waypoints adjusted.
- Added a rocket only for instagib mode because it proves to be popular with the new "rocketallowed 3" variable which allows rockets to spawn in instagib. The rocket is located where the sword would be in other modes because there players are the most vulnerable.
Last edited by Ulukai on 12 Jun 2012, 07:16, edited 1 time in total.
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Re: Map Release: Conflict (updated to v1.2)

Postby Ulukai » 21 Feb 2012, 09:05

I have put v1.2 of Conflict online on my RE server, The Killing Ground. It is a standard server, but opening up Ares to vote on, as well as Conflict and Raiden's map Sorn. Enjoy!
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Re: Map Release: Conflict (updated to v1.2)

Postby raiden » 21 Feb 2012, 21:43

That are good news, thanks and relax a bit, while fragging on the new server :).
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Re: Map Release: Conflict (updated to v1.2)

Postby riidom » 21 Feb 2012, 21:47

Hm I dont see the new maps in the list, am I doing something wrong?
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Re: Map Release: Conflict (updated to v1.2)

Postby Ulukai » 21 Feb 2012, 21:52

riidom {l Wrote}:Hm I dont see the new maps in the list, am I doing something wrong?

When you have one of those maps in your maps folder, you can just select them and vote on them, they are under the normal map list in the voting menu. On most other servers, those maps are not allowed, but they are allowed on the Killing Ground ;)
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Re: Map Release: Conflict (updated to v1.2)

Postby D.A.M.I.E.N. » 09 Jun 2012, 23:24

This map is now votable on both FrogTeam servers. Thanks for the map, Ulukai.
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Re: Map Release: Conflict (updated to v1.2)

Postby Ulukai » 10 Jun 2012, 08:28

Thank you. Let me know if you find any problems with it.
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Re: Map Release: Conflict (updated to v1.2)

Postby Dratz-_C » 10 Jun 2012, 22:47

Ulukai,
Please put a license, conflict.txt, in your zip.
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