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 Fluorescent by Ferdinand 'cityy' List (final) 
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Joined: Mon Apr 26, 2010 4:49 pm
Posts: 221
Location: Somewhere near Berlin
Post Fluorescent by Ferdinand 'cityy' List (final)
Hey,
sign me up for this!

Ferdinand 'cityy' List
ferdinand.list @ googlemail . com
My website
Gametype: 4vs4 ctf

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Last edited by cityy on Sat Aug 13, 2011 6:51 pm, edited 6 times in total.



Fri Apr 15, 2011 7:39 pm
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Joined: Mon Apr 26, 2010 4:49 pm
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Location: Somewhere near Berlin
Post Re: cityy - Signup
I decided to go for a 4vs4 ctf map. Started working in radiant today.
Image

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Sun Jun 05, 2011 8:10 am
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Location: Somewhere near Berlin
Post Re: cityy - Signup
Image

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Mon Jun 06, 2011 7:07 pm
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Joined: Mon Apr 26, 2010 4:49 pm
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Location: Somewhere near Berlin
Post Re: cityy - Signup
Download - alpha1: http://cityy.explicits.de/uploads/maps/ct3ctf2/ct3ctf2_alpha1.zip

Info:
- gametype: ctf (4vs4)

Feedback:
- Layout
- especially mid and RA room
- gameplay
- item placement

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Tue Jun 07, 2011 5:03 pm
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Location: Somewhere near Berlin
Post Re: cityy - Signup
Download - alpha2: http://tinyurl.com/ct3ctf2a2

Changes:
- layout tweaks to improve the general flow
- added an additional path from MH to YA
- reworked the RA room
- decreased the size of the pillars in mid
- opened up the upper mid path
- cpm movement additions
- pre-base RL and GL swapped
- weapon clipped the grate below the flag
- fixed the 25 hp bubble being stuck in the floor
- fixed visible caulk spots

Feedback:
- still looking for gameplay/item placement/layout feedback

Screenshots:
Image
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Thu Jun 09, 2011 10:27 am
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Joined: Mon Apr 26, 2010 4:49 pm
Posts: 221
Location: Somewhere near Berlin
Post Re: 4vs4 ctf: Fluorescent by Ferdinand 'cityy' List (Alpha 2
Download - alpha 3: http://tinyurl.com/ct3ctf2a3

Changes:
- extended the GA room
- added another route between high RL and YA
- replaced the curved staircase in base with a normal one
- tweaked ramps in the RA room
- moved mid jumppads to the center of the room
- moved rail (floating above quad now)

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Thu Jun 09, 2011 3:38 pm
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Joined: Mon May 31, 2010 8:45 pm
Posts: 142
Post Re: 4vs4 ctf: Fluorescent by Ferdinand 'cityy' List (Alpha 3
Layout looks great from the screenshots!


Fri Jun 10, 2011 4:32 am
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Joined: Mon Apr 26, 2010 4:49 pm
Posts: 221
Location: Somewhere near Berlin
Post Re: 4vs4 ctf: Fluorescent by Ferdinand 'cityy' List (Alpha 3
Download - alpha4: http://tinyurl.com/ct3ctf2a4

Changes:
- removed most of the ramps
- there is a Quad/Regen combo spawn instead of quad only now
- RA respawn time is 60 seconds
- LG was moved to encourage the flag def do leave the flag room more often
- YA was moved back a little bit to prevent random pickups by attackers
- RG ammo was replaced by the MH
- minor fixes and additions

To play the map online !add up for "ctftest" in #cpmpickup on quakenet.

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Fri Jun 10, 2011 2:59 pm
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Joined: Mon May 31, 2010 8:45 pm
Posts: 142
Post Re: 4vs4 ctf: Fluorescent by Ferdinand 'cityy' List (Alpha 3
Yeah, fantastic layout. The only thing I'd worry about at this point is tweaking the couple of places where you have some rather long lines of sight. I'll play this with bots later.


Sun Jun 12, 2011 6:00 pm
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Joined: Mon May 03, 2010 7:08 am
Posts: 71
Post Re: 4vs4 ctf: Fluorescent by Ferdinand 'cityy' List (Alpha 3
Did a quick run on it and i really like the quick approach on it but at the same time it worries me a bit sense it took me about 4 sec to run from one flag to the other
it would be very cool if that wont be an issue with players defending on each team and so on but i guess you will find that out if you can get some playtesting on it.

The map also have a very nice flow and it feels good to move around in it.

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Sun Jun 12, 2011 6:24 pm
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Joined: Fri Oct 08, 2010 12:59 am
Posts: 94
Post Re: 4vs4 ctf: Fluorescent by Ferdinand 'cityy' List (Alpha 3
Took a quick look at it. Like the others said the layout is nice, and I like how you catered to both vq3 and cpm without putting too much emphasis on one style over another. Though, I noticed that if you take the medkit teleporter below the flag, if you don`t press +back in vq3 or tele-jump with CPM, you`ll fall into the pit. Not sure if it was intentional or not but it feels too easy to accidentally fall into it, especially when you consider that it`s inside the base and not in the middle grounds. Perhaps expand the area very slightly and moving the tele destination back so that the player lands just on the edge.

Haven`t tried it with bots yet, but I`ll try to look into getting bot testing done at some point. Good luck with your map. :)


Sun Jun 12, 2011 8:57 pm
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Location: Somewhere near Berlin
Post Re: 4vs4 ctf: Fluorescent by Ferdinand 'cityy' List (Alpha 3
Thanks for the feedback guys. I'd like to have something breaking the line of sight between the YA and the mid but I can't seem to come up with a good solution. However, when we played the map it did not look like you can make much use of the short connections between both bases. I will have to watch/play some more games to be able to tell.

@Emeraldtiger: I was able to do the tele jump in vq3 without pressing +back.

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Thu Jun 16, 2011 12:15 pm
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Post Re: 4vs4 ctf: Fluorescent by Ferdinand 'cityy' List (Alpha 3
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Thu Jun 16, 2011 1:03 pm
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Location: Somewhere near Berlin
Post Re: 4vs4 ctf: Fluorescent by Ferdinand 'cityy' List (Alpha 3
Download - alpha5: http://tinyurl.com/ct3ctf2a5

Changes:
- tried to make the map less cramped in some places
- reworked mid (experimental)

---

Hoping to have the layout sorted soon so I can go over to working on the visuals.

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Sat Jun 18, 2011 3:47 pm
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Post Re: 4vs4 ctf: Fluorescent by Ferdinand 'cityy' List (Alpha 3
In the rail room there is a square box near the 25 health bubble. It sticks out and impedes walking towards it (not that you would--I just noticed it) Both sides do that. Also, if you +fwd into it and then jump it forces you to land on top of it instead of allowing you to jump over it and onto the ledge. (I have a picture if you need it--I'm just too lazy to upload it atm :p)

Onto the mega hallway/thing. I feel that they might be a tad too wide. Also, the corner part feels like it needs an item or something. I'm not sure what, but it just "draws" me to it lol. (EDIT: I just found out it's for the teleporter exit that I just now noticed xD)

Teleporter room: The lower left corner while staring at the teleporter has light there--not sure if that's an error or something.)
I like how rail is in the middle, makes me think or Ironworks. (Not a bad thing :p)

I'm also liking the item layout--the mega and YA bug me a little bit as they easily provide a full stack for a defender quickly. Perhaps you could move the YA to where the lg box is? (That would make it take a bit longer for the defender to get a full stack off the gate. It would be like the mega on Ironworks (which I definitely keep thinking of) but a little bit longer to get.

I can't think of anything else at the moment, but if I do I'll probably tell you in IRC :)

@EmeraldTiger: I didn't need to +back when going through the medkit tele. I just had to turn while exiting.


Sat Jun 18, 2011 4:41 pm
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