CTF-Nuance99

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CTF-Nuance99

Postby Steel » Mon Sep 29, 2014 7:33 am

Remake of UT2004's CTF-Nuance with the addition of bouncepads and a few lift modifications by northern`. Map was redesigned for offense and defense in mind.
https://www.dropbox.com/s/5z8rrvg5siyi4 ... 2.rar?dl=0

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Edit: added new rar with missing texture. Please post if missing any other texture
Last edited by Steel on Mon Sep 29, 2014 3:29 pm, edited 1 time in total.
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Re: CTF-Nuance99

Postby ttocston » Mon Sep 29, 2014 10:54 am

Can't wait to try this out!
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Re: CTF-Nuance99

Postby mng » Mon Sep 29, 2014 4:08 pm

Looks good!
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Re: CTF-Nuance99

Postby atr0city » Mon Sep 29, 2014 4:09 pm

Looks promising, will need to try it in a pug.
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Re: CTF-Nuance99

Postby WeeDMaN » Mon Sep 29, 2014 4:19 pm

Should add this ASAP actually looks like it would be pretty fun in a pug. But we will see. :D :?:
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Re: CTF-Nuance99

Postby Steel » Wed Oct 01, 2014 6:03 am

http://speedy.sh/Qt4xp/CTF-Nuance99Scaled3.unr
Scaled down, retextured, and a spawn was added. No complications with chicoruins.
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Re: CTF-Nuance99

Postby crux » Sun Oct 05, 2014 12:12 am

can't wait to play this, favorite map in 2k4 :)
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Re: CTF-Nuance99

Postby HULKSMASH » Wed Oct 15, 2014 8:11 pm

Hi we were going to pick this in a pug today and while the layout and stuff looked good the tiles in the base (and possibly mid) kind of look like flickery broken textures when you move past them - I'm not sure if they reflect or if it's the colour of the edges of each tile that makes it look like that. It ended up not getting picked because of that. If you try moving around flag room you will see what I mean.
Could these tiles perhaps be changed to a less headache inducing texture? As i would love to try it.

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Re: CTF-Nuance99

Postby Sonic|^ » Thu Oct 16, 2014 8:21 am

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Re: CTF-Nuance99

Postby Nick » Thu Oct 16, 2014 8:28 am

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Re: CTF-Nuance99

Postby Monk » Thu Oct 16, 2014 6:21 pm

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Re: CTF-Nuance99

Postby Shotman » Thu Oct 16, 2014 8:26 pm

Shotman/HeatWave
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Re: CTF-Nuance99

Postby riven » Fri Oct 17, 2014 3:24 pm

I like this map very much!
played it twice already and had good fun both times (:
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Re: CTF-Nuance99

Postby northern` » Fri Oct 17, 2014 7:51 pm

Hey all, this is northern. Thanks for all the feedback on the map. I finished a new version that I will post soon. The new version includes new textures, texture alignment, and various fixes (fixed the BSP hole and the lanterns in the walls). Nothing has been changed to the layout of the map or the spawns of the most recent version.

One thing I would like to point out is that this is NOT my map. The original was created by TOADY for UT2004 and all credit for the map should go to him.

If anyone has any further suggestions for improving the map let me know here.
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Re: CTF-Nuance99

Postby northern` » Sat Oct 18, 2014 2:30 am

Here is the new version:



Please also update the texture file "velt" with this one (there is a new texture that is important):

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Re: CTF-Nuance99

Postby riven » Sun Oct 19, 2014 3:20 pm

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Re: CTF-Nuance99

Postby Shotman » Sun Oct 19, 2014 6:06 pm

Some screenies of the map for Riven
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Some minor tweaks you might do and questions
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In the above screenshot is there supposed to be another lift on the right side? Because there is 2 lifts on the left and 1 on the right. Also are the lifts even necessary since you have a bouncer there and seems the lifts are pretty much useless.

Also you might want to put a spawn high but it needs to tested to see how it will work without any spawns on the high route.
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Re: CTF-Nuance99

Postby riven » Sun Oct 19, 2014 10:23 pm

Just seems like the lightings are different, looks fancy though!

dont remove just one lift from it, the map is gr8 the way it is (:
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Re: CTF-Nuance99

Postby ShadowFax » Mon Oct 20, 2014 5:32 pm

Just played this map in a pug. It has great potential to become a league map, and it is definitely a map where you can juke your ass off. However, spawns need to be fixed asap. With the position of spawns as they are now it is a combination between sprinta and ec2. Worst spawn is the one in the base in that little room, a room I call the asylum room. Too many spawns in base and it is very hard to bring back the flag once it is taken, since 70% of the spawns are in base. Other 20% are low spawns which are horrific. The remaining 10% are mid spawns. If the spawns were to get fixed this map could become very popular.
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Re: CTF-Nuance99

Postby northern` » Tue Oct 21, 2014 3:41 am

Here's a new version with more fixes to textures + the addition of zone info's.

http://speedy.sh/n4h7y/CTF-Nuance99-Retexture2.unr
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Re: CTF-Nuance99

Postby Darkside » Tue Oct 21, 2014 12:10 pm

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Re: CTF-Nuance99

Postby Cromaniac » Tue Oct 21, 2014 2:18 pm

love the map, but spawns and quickness of low path need some fixes
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Re: CTF-Nuance99

Postby GaboChoOx » Wed Oct 22, 2014 7:38 am

Looks really good :D. GJ!
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Re: CTF-Nuance99

Postby northern` » Fri Oct 24, 2014 1:57 am

Hey all. It is clear that multiple people have had issues with the spawns. Getting the right balance of defense friendly vs. offense friendly spawns is a very important aspect for this map. The 99 version of Nuance includes many new additions that were added to accomplish 2 things: increase the pace of the map to better fit 99, and to give more tools to defenders. It seems that the second goal has not yet been reached.

The map has 8 spawns total. There spawns are as follows:
- 3 spawns in the flag room (One up high, one in the small room and one in the bottom right corner)
- 2 spawns down low
- 3 mid spawns (one high before the bouncer, one mid right, and one mid left near the half arch)

Nuance is an offense heavy map, and it can get very chaotic. Even with that said, I still believe it can be a fun map for defenders. I would love to hear some suggestions/discussion on which spawns you would change to help shift the balance a little more toward defenders.
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Re: CTF-Nuance99

Postby HULKSMASH » Sat Oct 25, 2014 4:22 pm

Played it today for the third time as defence.

The mid spawns are pretty awful for defenders. The main concern are the open locations - you're a sitting duck for any enemy on mid. In addition to that as a defender, it takes way too long to get back to the base - the only real viable option is to use the lift jump. The lift jump can be a bit tricky for those with high ping or with enemies coming from high.

When there are people in the base and get both defenders, it happened multiple times that the defenders both spawned mid. Not only was it impossible to get back into base in time to prevent them from grabbing in time, it also makes it impossible to see in what direction they left. As there are already so many routes to leave from (5 entry exit points!), not being able to see them leave is a great disadvantage.

While I like the map itself, the layout and its' potential... there are two things that need fixing:

- Mid spawns NEED to be edited. My suggestions would be:
o high right inside base, behind wall. Excellent spot for d to still be quick to base, excellent place for o to leave
o completely high above base, far enough inside so as not to be spawnkilled. O can attack high, D can jump back down in to base. On the catwalk? (Yeah on the cat walk yeah.)
o perhaps (but not sure about this) halfway left corridor?

- Dunno if this iCTF-_BETA-Nuance99Scaled3 was latest version, however as of that version the tiles in spawn room still seem to move and make it even slightly nauseating to spend your 20 minutes spinning round in it.

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Re: CTF-Nuance99

Postby northern` » Sat Oct 25, 2014 7:33 pm

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Re: CTF-Nuance99

Postby northern` » Sun Oct 26, 2014 4:12 am

New Version: Nuance_Retexture3
-Further improvements to alignment/textures
-Spawns tweaked
-> High spawn in base moved over to the right side to avoid "dead space" (all low spawns left the same for now)
-> Mid left spawn moved up to the high left pathway facing back toward the high left tunnel
-> Mid spawn near booster pad moved to halfway up the right side ramp
-Low lifts that go up to mid reduced in size and the time the lift stays up for reduced
-Mid right bouncers moved over more to the middle to allow movement along the wall into the tunnel

Please add both the new version of the map and the texture.
http://speedy.sh/FDjj2/CTF-Nuance99-Retexture3.unr
http://speedy.sh/N98qB/velt.utx

Hopefully the spawn tweaks will be sufficient. I am going to start with minor tweaks for now, and deal with larger tweaks later if they are needed.
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