Message Boards

Topic: Velocity CTF  (Read 13855 times)

Offline Decay

  • Posts: 67
  • Industrial
    • View Profile
    • Mechanix Union
Velocity CTF
« on: January 14, 2012, 11:27:49 »
Promotional advertising!

What is it?
Velocity ctf is a multi-port ctf project headed by the Mechanix Union and led by Dusk and myself. Every map will be fully function on odamex, skulltag and zdaemon.
After the idl mapping contest, Dusk and I wanted to continue making ctf maps, since they are relatively easy to make and we wanted to get better for the next potential mapping contest. Thus, this pack was born. I suppose this pack might go all the way to 32 maps, but you never know!

The overall goal of Velocity is to provide a pack of maps suitable for 3v3 and 4v4 game play that is pretty action packed. There will be a variety of play styles, ranging from the frag fests of generic gray, mount zero and ralphis' magical ice fortress, to the god awful grinds of something epic II and possibly even crawlspace, to the unpredictable and wild games of the old castle, sewers smell bad and buntafungalis or whatever the fuck map17's name is. At the same time, we hope to deliver a variety of themes with maps that are detailed (but not excessively or distracting) and very well tested. There should be something for everybody here. In saying this, I am hoping to get more mappers interested in the project to propel its pace!

Potential mappers
Velocity puts layout over detailing. If you want to contribute a layout, someone else may be around to detail it. If a layout is not very good or not well thought out, the map will be subject to critique and possibly rejection at most. I realize we cannot please everyone, but if there a general consensus on a layout, there must be something to it! Detailers are welcome to hop on board as well. Resources can be anything, as long as there is no conflicts, and it works in the 3 major multiplayer ports. Alexmax's ctftex1c is the primary resource being used at this moment, so if you need any point of reference, check that out.

Testers!
I intend to have each map tested thoroughly in both a public and private setting. I already have some volunteers for testing, such as Evo, Strangle, and Legion, but I would definitely welcome the critique of more experienced players. If you have any interest in testing out the maps, just say so.

You can watch the project growth at the Union's forums, url=http://mxu.phenomer.net/forums/viewforum.php?f=43]here[/url]. If you want to map for the project, contact dusk or myself, and please make it easier for the compiler (me) and sign up there and stake a claim.

Last but not least, current progress.
There are 10 or 11 completed maps, with 4 or 5 in deep progress. 3 of them you have seen before (idl mapping contest) but they are being adjusted anyway.

Screens!








« Last Edit: February 09, 2012, 17:51:59 by Decay »
Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744

Offline 40oz

  • Posts: 14
  • [n. 'faw-dee']
    • View Profile
Re: Velocity CTF
« Reply #1 on: January 24, 2012, 11:08:19 »
very nice!

Offline Ralphis

  • Administrator
  • Posts: 111
    • View Profile
Re: Velocity CTF
« Reply #2 on: January 24, 2012, 11:20:16 »
Definitely interested in participating in testing of this! Big fan of new ctf maps

Offline Hekksy

  • Doomin' since '96
  • Administrator
  • Posts: 154
    • View Profile
Re: Velocity CTF
« Reply #3 on: February 01, 2012, 01:05:49 »
I finally got the chance to play a few of these maps. Map03 and map09 are excellent maps.
« Last Edit: December 31, 1969, 18:00:00 by HeX9109 »
Join the Odamex Steam group! http://steamcommunity.com/groups/odamex
Check out the Odamex Discord as well: https://discord.gg/vHUu236

Offline Decay

  • Posts: 67
  • Industrial
    • View Profile
    • Mechanix Union
Re: Velocity CTF
« Reply #4 on: February 01, 2012, 07:44:08 »
I don't know what happened to my second post here, but here's a copy paste post from altdeath.

Here's the latest beta for anyone to check out http://speedy.sh/D83WB/velo.zip I am forever riddled with problems with DB2. This version should resolve some issues.

I'd really appreciate feedback, I thank those who have tested with me so far. I know some maps aren't detailed at all or lacking music, but the reasoning behind this is that I want the layouts to work first and foremost. I'm not going to waste my time finding music or detailing maps that don't work.

~~~~~~~~~~I noticed a lot of maps randomly lost "things", including and not limited to flags, tele destinations, weapons, spawns, etc. This is because my db2 did something crazy and a lot of "things" lost their attributes causing them not to appear in multiplayer. The link provided here should be free of those errors~~~~~~~~~~~~


Maplist, 01-12
Rotated Infinity - Dusk
Crypts of Eternity - Decay
And Hell Captured - Dusk
Industrial Nukage Mining - Dusk
Gun Shy - Kamai
Generic White - Decay
Tyr's One Wheeled Bicycle - Heavenwraith
Clash of Empires - Shane ----> Script switches don't work on odamex, sorry
Swap Meet - Shane
Architecture of Aggression - Decay
Winter Sacrifice - Decay
Complex Beta - Decay
« Last Edit: February 01, 2012, 18:26:21 by Decay »
Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744

Offline Decay

  • Posts: 67
  • Industrial
    • View Profile
    • Mechanix Union
Re: Velocity CTF
« Reply #5 on: February 07, 2012, 08:32:23 »
Here is velocity ctf RC1: http://speedy.sh/EPy8K/velo.zip

What does this mean?

It means that the layouts are done and at least partially detailed. The maplist will not expand from here; it will only shrink if we cut out bad maps. This version of velocity requires the super fine tuning, so I'd like to see some serious games played out on the maps, especially priv format, 3v3 and 4v4. RC2 will feature all the maps detailed, and any little kinks worked out. Changes in this version include:

Gameplay changes to;
01
02
03
07
10
11

Detailing has been changed on
04
10
11

The 08 that was made by Shane has been removed and replaced by a new map by Synert: Bleak Outlook

If there are any errors I missed, please let me know!
« Last Edit: February 07, 2012, 09:26:43 by Decay »
Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744

Offline Hekksy

  • Doomin' since '96
  • Administrator
  • Posts: 154
    • View Profile
Re: Velocity CTF
« Reply #6 on: February 09, 2012, 11:10:38 »
So many improvements have come to these maps over the course of a couple weeks :)

Here are some details I noticed about rc1fix.wad

Code: [Select]
map02: You added the teleporter, great! But the entire wall needs to be redetailed now due to misaligned textures on walls that are different sizes.
map04: There is a rocket launcher right in front of the lift. Can you move it? That is an annoying spot for people trying to escape on a port that forces autoswitch.
map06: The switch textures behind the gates do not animate. Just replace them with a grey regular switch so that people do not get confused.
map07: How do you get the rocket launcher behind the wall in the middle of the map?!?
map08: Again: autoswitch. Get rid of the weapons in the middle of walk paths. Try to keep them out of the way so people running with the flag are not screwed trying to defend themselves.
« Last Edit: February 09, 2012, 11:12:48 by HeX9109 »
Join the Odamex Steam group! http://steamcommunity.com/groups/odamex
Check out the Odamex Discord as well: https://discord.gg/vHUu236

Offline Decay

  • Posts: 67
  • Industrial
    • View Profile
    • Mechanix Union
Re: Velocity CTF
« Reply #7 on: February 09, 2012, 17:51:25 »
Thanks Hex, I resolved all of these issues. If you have anything more to say, please don't hesitate to say it, I want this pack to be the best we can make it.
Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744

Offline Decay

  • Posts: 67
  • Industrial
    • View Profile
    • Mechanix Union
Re: Velocity CTF
« Reply #8 on: February 12, 2012, 20:25:17 »
http://speedy.sh/npmw3/velocity.zip

Features some widened Crypts of Eternity halls, texture fixes, some detail fixes on Architecture of Aggression, map07 door resolution, among other stuff i forgot
Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744

Offline Decay

  • Posts: 67
  • Industrial
    • View Profile
    • Mechanix Union
Re: Velocity CTF
« Reply #9 on: February 17, 2012, 18:28:21 »
Alright, here's RC2

http://speedy.sh/SA7Zb/velocity.zip - This is just the maps, the resource wad hasn't changed.
http://speedy.sh/tx8Cn/rc2.zip - this has both the maps and the resource wad

"I notice the maps don't look that different". They look fine enough for the most part, and I've come to the conclusion you are dying or dead before you will really get a chance to look around so it doesn't really matter a whole lot.

"So what's new in RC2"?

Well...

Several texture misalignments through out the maps
Fixed the imbalance of health in Crypts of Eternity
Added coloured banners to Generic White
Removed the RL and fixed the hom in the center of Tyr's One-Wheeled Bicycle
Lowered some walls in Architecture of Aggression to prevent base to base rocket spamming, and make it a little less exposed. Changed the switches to regular switch textures.
Redesigned the mid of Winter Sacrifice entirely, adjusted weapon layout. I have no idea how it will go over but that's why this isn't the final. I'll pretty it up a bit if it's good in layout terms.
Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744

Offline Decay

  • Posts: 67
  • Industrial
    • View Profile
    • Mechanix Union
Re: Velocity CTF
« Reply #10 on: February 23, 2012, 12:39:46 »
http://speedy.sh/FCvac/rc4.zip Here is the last version. I SWEAR!

Should this version be bugless, it will be uploaded to /idgames and simply renamed to veloctf.wad
Quote from: Capodecima
reckless left for AX (burn in hell asshole)
MXU - Mechanix Union: A multi-port development team
#MXU on quakenet for mapping tips, projects, and more, or visit our site http://mxu.the-powerhouse.net/forums/
Velocity - http://www.doomworld.com/idgames/?id=16744