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    [PROTOTYPE] CTF-Cliff

    Go Go Symmetrical CTF! Built this over the holidays, not really very tested.

    ===
    WIP 11
    ===

    Server admin info:
    Dir: /Game/Maps/CTF-Cliff/CTF-Cliff-WIP11
    URL: utcc.unrealpugs.com/redirect/324/faceb58f802f9e5b65faecb4e27eed1b/CTF-Cliff-WIP11-WindowsNoEditor.pak
    Checksum: faceb58f802f9e5b65faecb4e27eed1b

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Last edited by NATO_chrisjm; 03-27-2018, 10:48 AM.

    #2
    Looks good, will test with bots tonight :3
    "Hey babe, are you set to godlike?"
    "No, why."
    "Cause your more attractive than a bot using the Link Gun's secondary"

    Comment


      #3
      Cool Map NATO

      Comment


        #4
        Again, brushwork is amazing !!!
        Stevie's corner Maps, DM-Akar A1, DM-Aryth R1, DM-Aly R1, CTF-Infiltrate, DM-Delta Links, All UT4 CTF custom maps, All UT4 remakes, UE4 links (guide, tut), UE4 resources, Tools and resources

        Comment


          #5
          Okay, I almost got this map played in pug tonight, but sadly failed. I did however get some valuable feedback as all of us explored the map before the pug matches began, and discussed the map over TS.

          Appearance - People liked the look and design of the map over all. The concept is cool and unique. Everyone agreed you should keep going with this.

          Size - consensus was this map as is, is big enough for 3v3 not quite 5v5. If it were a bit bigger it would work.

          Rockets - I kid you not we were really going to play the map until cafe found the rockets, given how small the rooms are having rockets would break the balance because it would be to easy to spam, think of vault on roids. Before we found the rockets consensus was it was playable, and it was about to be played. If you really like rockets I would suggest scaling the size of the rooms up a bit so is to so easy to kill people with wall splash hits. Thus giving players a reason to use other weapons.

          Ideas to help it included making the roof in the rooms a little higher.

          Minor issue - the ledge at the entrance to the bases on the upper level catches you if you try to dodge across it.

          I hope this helps. Great work man.
          Last edited by TickleMeElmo; 01-06-2016, 11:19 AM.
          Want to play Unreal Tournament as a team that communicates like you see in esports? Check out this video http://tiny.cc/7a5s8x

          Want to learn even more about organized UT game play? Read this awesome guide. http://tiny.cc/ut4pugs

          Comment


            #6
            Thanks for the feedback, I'll take a look at opening the rooms up a little, maybe just scaling it all up in general.

            There's a bug in BPS right now where mirrored brushes become inverted (but don't build inverted). It makes it REALLY hard to edit so it may take a while to get to.

            Comment


              #7
              Bigger and hopefully better. Also took out the RL for now.

              ===
              CTF-Cliff-WIP2
              ===

              Server admin info:
              Dir: /Game/Maps/CTF-Cliff/CTF-Cliff-WIP2
              URL: https://ut.rushbase.net/NATO_chrisjm...wsNoEditor.pak
              Checksum: 5c9636b26248f1edf8f0e76d3d565019

              Comment


                #8
                The map is cooler as the WIP1 no Rocket Launcher not all weapons in the Map i love it
                Last edited by Frostbite83; 01-07-2016, 04:29 PM.

                Comment


                  #9
                  There aren't any new shots to show, it's largely identical in appearance, just modified the scale a bit.

                  Comment


                    #10
                    We played a pug of this tonight, figured id give you some feedback, i mostly ran the flag during the match.

                    1. The size and complexity felt good. Lots of options and paths to take with varying levels.
                    2. Maybe do something about the ledge, its pretty easy to knock flag carriers off if they go low.
                    3. Spread out the spawn points a bit. When running the flag it felt like constantly you had 3-5 of the enemy on you when you grabbed the flag. It was too the point where we were trying to have the defense avoid killing people so the offense could have a chance.
                    4. Less health in the flag rooms, defenders always had a full stack and combined with the spawn points was difficult.

                    Otherwise the map felt good and played well. To be totally honest, once the match started I didnt even notice the lack of Rocket Launcher.
                    PayBack
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                    Comment


                      #11
                      They started the party before I arrived check out the stream replay for reaction and discussion. Discussion starts up at 1:20-1:50. Cafe discusses though throughout play, Kyle chimed in wit his though at the end.

                      http://www.twitch.tv/cafe_/v/34165549
                      Last edited by TickleMeElmo; 01-08-2016, 02:08 AM.
                      Want to play Unreal Tournament as a team that communicates like you see in esports? Check out this video http://tiny.cc/7a5s8x

                      Want to learn even more about organized UT game play? Read this awesome guide. http://tiny.cc/ut4pugs

                      Comment


                        #12
                        Thanks guys! That's really useful. I may do another build in the next few days and then leave it to rest for a bit.

                        Comment


                          #13
                          I think one of the more interesting points that came up in discussion was that there was really no reason to fight over mid, you just passed through it.
                          Want to play Unreal Tournament as a team that communicates like you see in esports? Check out this video http://tiny.cc/7a5s8x

                          Want to learn even more about organized UT game play? Read this awesome guide. http://tiny.cc/ut4pugs

                          Comment


                            #14
                            Yeah, I was thinking about moving the belt out to mid, along with some weapons. I'm a little worried about having belt and amp in mid, even if I put belt bottom mid. I'll probably move chest up to belt. I may also move a weapon down to the base bottom and some spawns too. There are currently 12 spawns per base, I may take that down to 8 and move them away from the flag room.

                            Comment


                              #15
                              Right on, the spot were amp is currently would probably be best for belt, typically that is what is most heavily fought over. Perhaps amp could be put on low mid. I think vest high would work in that configuration.

                              I was trying to think of what should be low for that layout. It is a little out of the way so whatever is put there should be of value. maybe flak or shock, because they are usually separated.

                              Another idea that was floated was two amps one in the high of each base with belt at mid, and vest low in each base.
                              Want to play Unreal Tournament as a team that communicates like you see in esports? Check out this video http://tiny.cc/7a5s8x

                              Want to learn even more about organized UT game play? Read this awesome guide. http://tiny.cc/ut4pugs

                              Comment

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