CTF-TempleReign - UPDATED 2-1-2003
-
- Chaotic Dreams Team
- Posts: 394
- Joined: Thu Nov 14, 2002 6:21 pm
- Location: USA, Indiana
Hey folks, thanks for the input. Okay, so here we go.

You can, however, walk on the trim that surrounds the temple.
Thanks agian folks!
I'm going to have it so if you fall off the side of the temple you die. I don't think we need people wandering around the desertLooks very nice...will we be able to run down along the side of it in the sand? Or if you fall off, do you die? I already have a sniper spot picked out.

You can, however, walk on the trim that surrounds the temple.
Well, if you want a build of the map, all you need to know is that it is 3.5 MB in size, and that I am willing to share the current build. Just keep in mind that there is no bot pathing, and I'm still learning how to work portals so FPS has been a concern of mine (the map average fps is 50 without bots).looks good from what i can see. When can we see a build?
Thanks agian folks!
-
- Posts: 3098
- Joined: Fri May 17, 2002 4:37 pm
- Location: USA
- Contact:
Hi Kodiak.
I had a farily good walkthrough with Deus in his map, on the beta server last night. May or may not have helped him that much, but I try. And I'd be happy to go thru it again and again before he wraps it in shrink wrap and ships it.
Whenever, or if ever, you would like to do the same, just say the word, and we'll put it up there and go thru it. What I am willing to try to help with is simply the way the thing plays. There are other guys around here who can help with techy stuff, but I'm not good with that, and won't mention it.
I do however like to play, and like to believe that sometimes I can help to make it 'funner', with layout or item placemen, or bot paths, that type of stuff. Plus I've spent enough time on pubs to get an idea of what the lamers will do, if you let them. So if you feel that kind of input might assist you, just let me know.
Though I will admit I'm no expert in KOTH, but I'm willing to give you my time and try.
I had a farily good walkthrough with Deus in his map, on the beta server last night. May or may not have helped him that much, but I try. And I'd be happy to go thru it again and again before he wraps it in shrink wrap and ships it.
Whenever, or if ever, you would like to do the same, just say the word, and we'll put it up there and go thru it. What I am willing to try to help with is simply the way the thing plays. There are other guys around here who can help with techy stuff, but I'm not good with that, and won't mention it.
I do however like to play, and like to believe that sometimes I can help to make it 'funner', with layout or item placemen, or bot paths, that type of stuff. Plus I've spent enough time on pubs to get an idea of what the lamers will do, if you let them. So if you feel that kind of input might assist you, just let me know.
Though I will admit I'm no expert in KOTH, but I'm willing to give you my time and try.
-
- Chaotic Dreams Team
- Posts: 394
- Joined: Thu Nov 14, 2002 6:21 pm
- Location: USA, Indiana
Whew, ok, here we go.
Thanks for the input.
Ok, now I'm having a few difficulties and questions, so I'll use this post to bring attention to them.
1) My SkyBox is done accept for one detail..... the sun. Now I want the sun to be in the SkyBox rather than in the actual map area (like DOM-SunTemple). However, I can't seem to find a way to make it. When I use a Flare texture, the edges mess up up my cloud ring (you can see through the edges or the flare is surrounded by a black texture). If any of you have a suggestion, or know what I'm talking about, then help me out here hehe.
2) I just want to compare my maps FPS with what you guys think is about right. First off, here is my system specs:
- 2000 Mhz
- 512 Ram
- Geforce4Ti 4200
In my map I have about 3 small areas where the FPS Average is 35. About 50% of the map has its FPS around 45, and the remaining areas of the map get 50 or more FPS easy. I'm just wondering how good or bad that is based on what you guys know about it. Tell me what you think.
3) This is something I kind of want to know. It has to do with the KOTH game type.
a) Will KOTH have the Translocater actived by default?
b) Is it normal to put items and powerups on the Hill?
4) My last inquirery has to deal with putting CUT actors and the Hill volume in my map. Because I'm not a member of the team, I don't have access to any of these things, so I need you guys to understand that the items in the map will not represent what the final product will have. I am putting a lot of thought into item placement, even though I'll have to do it all over agian when I do get access to that stuff.
Anyway, thanks for the interest folks!
I would love to have an opinion about the setup of my map from a Chaotic Team Member. There is only one thing I need to make clear..... I would have to E-mail you my map, but it's about 3.5 MB, so I'm not sure if that is possible (it likely is, but would take a while). Anyway, just post if you will let me E-mail it to you (I'm assuming you have an E-mail address =), and I'll get it to you ASAP Flag.I had a farily good walkthrough with Deus in his map, on the beta server last night. May or may not have helped him that much, but I try. And I'd be happy to go thru it again and again before he wraps it in shrink wrap and ships it.
Whenever, or if ever, you would like to do the same, just say the word, and we'll put it up there and go thru it. What I am willing to try to help with is simply the way the thing plays. There are other guys around here who can help with techy stuff, but I'm not good with that, and won't mention it.
I do however like to play, and like to believe that sometimes I can help to make it 'funner', with layout or item placemen, or bot paths, that type of stuff. Plus I've spent enough time on pubs to get an idea of what the lamers will do, if you let them. So if you feel that kind of input might assist you, just let me know.
Though I will admit I'm no expert in KOTH, but I'm willing to give you my time and try.

Well, most of the fall off areas you'll have enough time to react, others you may not be so luckyBe sure to allow enough 'falling off temple' area so players will have time to use their grapple to recover from the fall...
Otherwise, can't wait to play it.

Thanks for the input.
Ok, now I'm having a few difficulties and questions, so I'll use this post to bring attention to them.
1) My SkyBox is done accept for one detail..... the sun. Now I want the sun to be in the SkyBox rather than in the actual map area (like DOM-SunTemple). However, I can't seem to find a way to make it. When I use a Flare texture, the edges mess up up my cloud ring (you can see through the edges or the flare is surrounded by a black texture). If any of you have a suggestion, or know what I'm talking about, then help me out here hehe.
2) I just want to compare my maps FPS with what you guys think is about right. First off, here is my system specs:
- 2000 Mhz
- 512 Ram
- Geforce4Ti 4200
In my map I have about 3 small areas where the FPS Average is 35. About 50% of the map has its FPS around 45, and the remaining areas of the map get 50 or more FPS easy. I'm just wondering how good or bad that is based on what you guys know about it. Tell me what you think.
3) This is something I kind of want to know. It has to do with the KOTH game type.
a) Will KOTH have the Translocater actived by default?
b) Is it normal to put items and powerups on the Hill?
4) My last inquirery has to deal with putting CUT actors and the Hill volume in my map. Because I'm not a member of the team, I don't have access to any of these things, so I need you guys to understand that the items in the map will not represent what the final product will have. I am putting a lot of thought into item placement, even though I'll have to do it all over agian when I do get access to that stuff.
Anyway, thanks for the interest folks!
Kodiak,
[quote]I would love to have an opinion about the setup of my map from a Chaotic Team Member. There is only one thing I need to make clear..... I would have to E-mail you my map, but it's about 3.5 MB, so I'm not sure if that is possible (it likely is, but would take a while). [/quote
I will PM you a private FTP server info that you can use to upload your map and any more screen shots.
Now to answer your Questions:
1) Have to see what you tried to do with the sun/flare before I could help. mabe loq/deus knows more?
2) FPS wise that may be an issue. If your running with out bots then the FPS will drop a bit as the CPU will need time to controll the bots.
3) Koth probably will not have the translocator active by default. But it will be a check box option meaning the server admin can turn it on if they want to.
4) Sure you can but somethings on the hill. But it really depends. You want the players to stay on the hill as long as possible but most of my maps I liked to but the pickups near the hill. So to try to lure them off the hill for the good stuff
[quote]I would love to have an opinion about the setup of my map from a Chaotic Team Member. There is only one thing I need to make clear..... I would have to E-mail you my map, but it's about 3.5 MB, so I'm not sure if that is possible (it likely is, but would take a while). [/quote
I will PM you a private FTP server info that you can use to upload your map and any more screen shots.
Now to answer your Questions:
1) Have to see what you tried to do with the sun/flare before I could help. mabe loq/deus knows more?
2) FPS wise that may be an issue. If your running with out bots then the FPS will drop a bit as the CPU will need time to controll the bots.
3) Koth probably will not have the translocator active by default. But it will be a check box option meaning the server admin can turn it on if they want to.
4) Sure you can but somethings on the hill. But it really depends. You want the players to stay on the hill as long as possible but most of my maps I liked to but the pickups near the hill. So to try to lure them off the hill for the good stuff

Jb
Kodiak,
i have post the map for the team to look at. I did not have lots of time to play it but I ran thought it last night.
First of all keep up the good work. There are lots of neat elements you have done to the design of the map. You show lots of promise. Frame rates for me with out bots were ok (70s most of the time).
However the way the map flows now may not make a good KoTH map. Normally you want to try to keep the hill point near the center of the map. Having the hill point to one side makes it a bit hard and it does take a long time to get back to the hill if you die and were respawn.
Now it has an excellent makings for a CTF map. You can mirror one side, make a few more routes and have one killer of a big CTF map. Or you could have a nice DOM (one point on top of the temp, the ohter on the oppiste side of the map). And DM wises its not too bad.
To keep it as a KoTH map I would have to say you will need to center the hill a bit more. Maybe have players strart inside the temp and find there way up from there. Keeping the action inside a bit unitl the get near the top?
Again its a good base and with just a little tweaking I think you can have a really nice top of the line map. I will try again tonight to look at item placement and lighting/sounds but so far very nice work.
i have post the map for the team to look at. I did not have lots of time to play it but I ran thought it last night.
First of all keep up the good work. There are lots of neat elements you have done to the design of the map. You show lots of promise. Frame rates for me with out bots were ok (70s most of the time).
However the way the map flows now may not make a good KoTH map. Normally you want to try to keep the hill point near the center of the map. Having the hill point to one side makes it a bit hard and it does take a long time to get back to the hill if you die and were respawn.
Now it has an excellent makings for a CTF map. You can mirror one side, make a few more routes and have one killer of a big CTF map. Or you could have a nice DOM (one point on top of the temp, the ohter on the oppiste side of the map). And DM wises its not too bad.
To keep it as a KoTH map I would have to say you will need to center the hill a bit more. Maybe have players strart inside the temp and find there way up from there. Keeping the action inside a bit unitl the get near the top?
Again its a good base and with just a little tweaking I think you can have a really nice top of the line map. I will try again tonight to look at item placement and lighting/sounds but so far very nice work.
Jb
Wow, cool mappage!
I like it. Looks good. A bit dark in a few spots for my taste, like where those pit-traps are at. (Ouch!
)
So the Hill is what...where the super shield and mega health were rotating?
Lots more comments to come. Only ran thru it real quick so far, but I wanted to understand the Hill first. If it is there at the top of the Temple as I am thinking, then I am reminded of Jb's Highrise. W/o Chaos grapple, it's one map. With grapple, it's a totally new experience for us monkeys.
Because with a grapple, (my preference) I'm on that Hill in a few quick seconds, and I need not the inside of the temple. Just as I could bypass the lifts in Jb's Highrise, and simply jump out the building, spin around, and grapple to Hill. Maybe not what he had in mind, but I found it quite fun.
Anyway, I'll play her again later. Great map. Hope you stick around.
After 1 quick run-through though, I gotta agree, you could have a killer CTF or DM here as well. DM would be easy, leave the whole map as it is, and maybe only change item placement.
CTF would be interesting. Mirror it and it would not be bad, only the possibility of one main route between bases would be a limitation in my mind. But then many popular maps have similar general layout. But the temple would work great as a base I think. I can see it mirrored, with 8 or 10 on a team, complete with turrets and vortex, yah man, that could work.
But KOTH feedback to come as well.
Oh, and I am not the one to give you great info about FPS. Sadly, my machine (for now) is lagging behind the times a bit, and they are all slow for me. hehe. I run most maps with ultra-low detail. But I was able to play in low detail with no problem, even outside. Nice work.
I like it. Looks good. A bit dark in a few spots for my taste, like where those pit-traps are at. (Ouch!

So the Hill is what...where the super shield and mega health were rotating?
Lots more comments to come. Only ran thru it real quick so far, but I wanted to understand the Hill first. If it is there at the top of the Temple as I am thinking, then I am reminded of Jb's Highrise. W/o Chaos grapple, it's one map. With grapple, it's a totally new experience for us monkeys.
Because with a grapple, (my preference) I'm on that Hill in a few quick seconds, and I need not the inside of the temple. Just as I could bypass the lifts in Jb's Highrise, and simply jump out the building, spin around, and grapple to Hill. Maybe not what he had in mind, but I found it quite fun.
Anyway, I'll play her again later. Great map. Hope you stick around.
After 1 quick run-through though, I gotta agree, you could have a killer CTF or DM here as well. DM would be easy, leave the whole map as it is, and maybe only change item placement.
CTF would be interesting. Mirror it and it would not be bad, only the possibility of one main route between bases would be a limitation in my mind. But then many popular maps have similar general layout. But the temple would work great as a base I think. I can see it mirrored, with 8 or 10 on a team, complete with turrets and vortex, yah man, that could work.
But KOTH feedback to come as well.
Oh, and I am not the one to give you great info about FPS. Sadly, my machine (for now) is lagging behind the times a bit, and they are all slow for me. hehe. I run most maps with ultra-low detail. But I was able to play in low detail with no problem, even outside. Nice work.
-
- Chaotic Dreams Team
- Posts: 394
- Joined: Thu Nov 14, 2002 6:21 pm
- Location: USA, Indiana
Wow, thanks for the input guys.
As far as making it a CTF map, I was thinking about that during the first month of creating the map. I really think it would work as a fast paced super huge CTF map. I think I'll try fiddleing around with the map some today, and see what I can come up with.
Thanks for the input guys. Make sure the rest of the team checks it out. I like getting feedback, its how I improve on my creations.
As far as making it a CTF map, I was thinking about that during the first month of creating the map. I really think it would work as a fast paced super huge CTF map. I think I'll try fiddleing around with the map some today, and see what I can come up with.
Thanks for the input guys. Make sure the rest of the team checks it out. I like getting feedback, its how I improve on my creations.
-
- Posts: 3098
- Joined: Fri May 17, 2002 4:37 pm
- Location: USA
- Contact:
This probably means he has the picS (edited) and is itching to post them (edited)
FurrySound{Moo}

FurrySound{Moo}
Last edited by FurrySound on Tue Jan 28, 2003 7:17 pm, edited 1 time in total.