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Author Topic: ut4_floyd  (Read 2799 times)

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SNK_MFER

ut4_floyd
« on: February 04, 2010, 02:08:11 AM »
My attempt at mapping. Screenshots of first map with only 2 hours behind it.

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Offline inka

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Re: ut4_floyd
« Reply #1 on: February 06, 2010, 12:36:39 AM »
=D
good map
just fixup the boxes

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Offline Shans

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Re: ut4_floyd
« Reply #2 on: February 13, 2010, 07:40:37 PM »
That's a really fun map man. The screenshots don't look as good as the actual map  8)

SNK_MFER

Re: ut4_floyd
« Reply #3 on: February 13, 2010, 10:22:11 PM »
Ron said it's going up tonight.

SNK_MFER

Re: ut4_floyd
« Reply #4 on: February 13, 2010, 11:15:59 PM »
Here's a download if anyone want to test it.

paintboxdesign.com/docs/ut4_floyd.pk3

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Re: ut4_floyd
« Reply #5 on: February 14, 2010, 02:55:05 AM »
its swe333t
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Offline RonaldLee[1up]

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Re: ut4_floyd
« Reply #6 on: February 16, 2010, 09:46:03 AM »
This map will replace ut4_dressingroom on 1up Fun Server. This map will also be included in regular FFA cycle.

Progress. Map uploaded to auto-download server, 1up Fun Server, 1up FFA, 1up Domination, 1up Private, and 1up Public TS. Clean Screenshot taken and submitted to Tesla[1up].

Offline SnKMaddog

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Re: ut4_floyd
« Reply #7 on: February 20, 2010, 05:43:34 PM »
Great map. 

Fix the invisibility issue.  Kinda strange shooting someone who doesnt exist.  Pretty funny actually.  Blood is coming from nowhere.  ;D

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Re: ut4_floyd
« Reply #8 on: February 20, 2010, 06:32:36 PM »
Great map. 

Fix the invisibility issue.  Kinda strange shooting someone who doesnt exist.  Pretty funny actually.  Blood is coming from nowhere.  ;D

Where does it occur? Can you get a demo?

Offline RonaldLee[1up]

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Re: ut4_floyd
« Reply #9 on: February 20, 2010, 08:40:40 PM »
I saw it today for the first time. Blue guy was standing on a box shooting me and from my point of view at first he/she was invisible. I shot back in that direction and blood was in the air. so I moved forward and to the right a bit next to the wall and the player appeared.

On TDM, come out of the red spawn. Go along the wall that is next to the long upper leading walkway. See the pic I attach. You can see the area from the screenshot of the map. These are not great shots attached, but the boxes along the wall where the red circles are show the area, but of course there happens to be a pillar in the way of the exact spot (in these pics), yet you should be able to find it easy now. Come out of red spawn and hug the wall up to the first set of boxes, look up and that is the impacted area.

[attachment no longer available]

Offline DankRider

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Re: ut4_floyd
« Reply #10 on: May 05, 2010, 09:57:42 PM »
Comments:
Floyd is a fun action packed map. It may play quite well as a CTF map.

Constructive Criticism:
- Spawns groupings are really tight making it easy to spawn camp.

Question:
- Have you thought about spreading out the spawns and adding Flags for CTF?  or maybe CAH?

Conclusion:
- Couple of minor modifications this could be an exciting action packed CTF map.
- Regardless this is a well thought out map for a first time mapper. 
- Great job and thanks for the contribution.

SNK_MFER

Re: ut4_floyd
« Reply #11 on: May 05, 2010, 10:14:40 PM »
Thanks guy,

Floyd 2.0 should be ready in a couple weeks. Tank showed me how to fix our "invisible man" error. So there should be no more issues with that. I may have to remove a couple boxes but hopefully not.

Regarding CTF, I believe the map already contains the flags although in the two corners but I thought with the nature of the map and the current spawn points that with any game with more than 6 players would render CTF almost impossible. My only other option that I could think was to place the flags at the top of the ramps, but then that would make them incredible close to each other.  CAH might actually work a little better than CTF since there is no "return to base" aspect. But really, other than that I just can;t think of any good flag placement spots.  Let me know your thoughts on flag placement.

Regarding spawn points, the next version will contain spawn points along the elevated hallways as well as in the trench beneath the current spawn points. I may even through a couple in the two corners that are not currently spawn points. I entertained the thought of spreading all spawn points through out the entire map there for eliminating a blue and red base, but placing all spawn points backed into corners so you would not spawn with someone behind you. Any thoughts on that idea?

Offline DankRider

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Re: ut4_floyd
« Reply #12 on: May 10, 2010, 09:20:47 PM »
After checking out the map again it does not have CTF.  :'(

-= regardless some food for thought =-
If you did add CTF you may be able to do something creativity like a button that activates a moving component that hides the flag. Or simply placing the flag in the middle of a bunch of breakable box's.  -- Seems like most of the 1up maps have a creative element (buttons, transports, weapons, exc.) , kinda what made me think about some creative adjustments for floyd.

just some thoughts. I look forward to the update.

Offline RonaldLee[1up]

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Re: ut4_floyd
« Reply #13 on: June 13, 2010, 01:27:21 PM »
SnKMFER,

I would like to you to pull that box out of the wall texture so that invisible people problem would be over.

Please make this repair to the map.

SNK_MFER

Re: ut4_floyd
« Reply #14 on: July 04, 2010, 09:51:34 AM »
Floyd V3 is up , sorry for the delay. Hope everyone enjoys the update.