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  • [PROTOTYPE] CTF-Molten

    Hey guys!

    I have been working on this map for a while and have it in a spot where I want get some people's opinions on it. The idea of this map is that it is highly vertical, and built on the concept of having towers that have revolving doors!

    I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).


    //UPDATE 8/3/2017
    The full release of the map. Will come back later and add more details to the map.

    https://s3-us-west-1.amazonaws.com/u...wsNoEditor.pak

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    ~IMGUR GALLERY~
    https://imgur.com/gallery/EtnRm

    ~CHANGE LOG~

    0.34b
    -make skylight brighter overall
    -decrease distance on certain gaps to allow for more dodge tolerance
    -removed railing at flag spot to allow players to get out of lava easier
    -tower spins slightly faster
    -decreased some height distances to allow less fall damage
    -teleporter added at top fort spawn to the bottom area
    -teleporter added in the middle area to go to the first floor of the tower on each end
    -added rafters above stair columns to allow jumps from top area down
    -bigger octagon room in an underground pass to the fort
    -octagon pad to jump to from 3rd floor onto side area
    -fixed collision issue with lava blocking bullets
    -fixed lava doing no damage
    -added 2 more spawn points for each team
    -fixed issue where players could leave the map with the translocator

    0.43b
    -made top tier walkway wider and switched hard geo columns with less thick, weapon shields
    team deco colors.
    -adjusted top tier big lift to have 2 lifts to allow players to go up as well as down.
    -adjusted geo near top tier big lift to have more of a doorway instead of a hole
    because too many people were falling down into it accidentally.
    -adjusted top tier geo near walkways make a square meetup, instead of an acute angle
    -geo near the lifts now have corners and walls so the lifts can be dodged into
    -lights added above left side fort near bottom floor lift
    -moved team deco flags near bottom floor lift closer to the fort
    -lowered big armor pickup from 30 to 20 seconds
    -walls in the middle area blocking button, and drop into the lava
    -team deco added to the middle area to better distinguish towers
    -added ledges to the other four columns near the stairs to allow jumping
    from other two ledges safely
    -team deco exit signs added to the inside of the towers and forts
    -team deco lights added to the top level lift walkways, and doorways of the tower
    -lowered fort hq ledge 30 units
    -added two more buttons to each tower, one on the 2nd floor, another in the third.
    -added jump pad on the bottom floor near tower entrance that transfers to the pipeline on the right side
    -modified first level tower outer rotator to have a medium sized hole that spans two
    edges of the rotator.
    -added button inside of flak cannon room in the tower on 2nd level (near lift)

    0.46b
    -added spiral staircase from floor 2 to outer building with a hole in the top
    -added catwalk mid level that can be jumped down to from floor 3 catwalk
    -added small health kits around tower area and starting forts, and in tunnel out of the fort
    -added armor going into the first floor of the tower
    -added large armor on the 2nd floor
    -added redeemer to the middle area

    0.47b
    -added bio rifle above pipe hallway cliff exit
    -added link rifle at the top of the spiral staircase from floor two on the tower

    0.48b
    -recook for 1121

    0.57b
    -gap distance to flag T-junction shortened to allow for dodges from further away.
    -heightened ledge near the double staircase to not block you when you dodge from the top of
    one of the staircases
    -added a small ledge to the right with a jump pad to get on top of above ledge.
    -added another small ledge near the above ledge to reach the jump pad from the above
    stairwell
    -large obstructing pipe in the long hallway has been cut in half to give vision through two
    pipes.
    -large health kit octagon pedestal size has been increased to have a better jump from the top level
    of the tower.
    -added more team deco around the map in various spots
    -changed textures in long pipe hallway to give better depth perception
    -changed lighting in the pipe hallway, and hallway tunnels to use floor lighting
    -more steam and lava bursts
    -added stairs at the top of the spiral staircase connector to the lift tower
    -redid lighting inside both towers to appear to belong to a team color
    -added more team deco and team lighting to spawn areas
    -fixed z fighting and uvs on tower meshes

    0.65b
    -added AO

    0.76b - 7/27/17
    -lots of detail has been added around the blue side of the map with static meshes, as well as decals.
    -particle and sound effects have been added near moving detailed areas such as fans, or fire.
    -heat distort effect added to lava
    -more lava waterfall layers have been added for lava looking consistency
    -one side of the map significantly more detail for testing purposes.
    -Railings on one side the map have been replaced.
    -textures changed on the long hallway side of the map for better depth perception

    0.82br
    ---Significant Geo Updates---
    -added a rotating balcony vantage point to the towers at the top level
    -changed the materials on the towers to be more visible
    -added bright team deco shields on the doorways to the tower
    -changed the delay on the lift in the cave to be shorter
    -more weapon spawn locations (stinger added)
    -added some ammo spawn locations
    -redeemer has been moved to the HQ of each team
    -changed the "blood bowl" between the towers to have wall running areas on the sides
    and larger jump pads
    -changed the flag area significantly
    -changed jump pad destination to be near tower armor
    -added teleporter to bottom area to go to HQ
    -added more area with grates and a wall run area
    -changed the spiral staircase area to fit better with the theme of the level
    -added significant geo to the mid section area near the spiral staircase
    -adjusted some geo on the lift areas in the towers to allow jumps through the top hole
    more easily
    -added stairwell to getting to the top of the concrete side building
    -changed spawn point locations and added another
    -added pipe runway to the side hallway area that goes above the hallway
    -added openings to the hallway area

    -1.0
    -added much more detail to the map
    -production lighting
    -changed texture colors on the towers for better balcony perception
    -added spectator cameras
    -added team lineup
    -fixed level thumbnail image
    Attached Files
    Post with 6 votes and 135 views. Tagged with gaming, fps, unreal engine 4, pcgaming, unreal tournament; Shared by Staplehead. CTF-Molten 1.0 (Unreal Tournament 4)
    Last edited by Staplehead; 08-09-2017, 10:22 PM.

  • #2
    Here is the basic concept of the revolving doors. I have tested this and got it working over a server with replication.
     

    Comment


    • #3
      Hey guys! Got some brand new updates as well as fixes! The list here are the iterations that I went through over the course of the past week or so. Let me know what you think!

      https://s3-us-west-1.amazonaws.com/u...wsNoEditor.pak

      CHANGES

      0.34b
      -make skylight brighter overall
      -decrease distance on certain gaps to allow for more dodge tolerance
      -removed railing at falg spot to allow players to get out of lava easier
      -tower spins slightly faster
      -decreased some height distances to allow less fall damage
      -teleporter added at top fort spawn to bottom area
      -teleporter added in the middle area to go to first floor of the tower on each end
      -added rafters above stair columns to allow jumps from top area down
      -bigger octagon room in underground pass to fort
      -octagon pad to jump to from 3rd floor onto side area
      -fixed collsion issue with lava blocking bullets
      -fixed lava doing no damage
      -added 2 more spawn points for each team
      -fixed issue where players could leave the map with translocator

      0.43b
      -made top tier walkway wider and switched hard geo columns with less thick, weapon shields
      team deco colors.
      -adjusted top tier big lift to have 2 lifts to allow players to go up as well as down.
      -adjusted geo near top tier big lift to have more of a doorway instead of a hole
      because too many people were falling down into it accidentally.
      -adjusted top tier geo near walkways make a square meetup, instead of an acute angle
      -geo near the lifts now have corners and walls so the lifts can be dodged into
      -lights added above left side fort near bottom floor lift
      -moved team deco flags near bottom floor lift closer to the fort
      -lowered big armor pickup from 30 to 20 seconds
      -walls in middle area blocking button, and drop into lava
      -team deco added to middle area to better distingush towers
      -added ledges to the other four columns near the stairs to allow jumping
      from other other two ledges safely
      -team deco exit signs added to the inside of the towers and forts
      -team deco lights added to the top level lift walkways, and doorways of tower
      -lowered fort hq ledge 30 units
      -added two more buttons to each tower, one on the 2nd floor, another on the third.
      -added jumppad on bottom floor near tower entrance that transfers to pipeline on right side
      -modified first level tower outter rotator to have a medium sized hole that spans two
      edges of the rotator.
      -added button inside of flak cannon room in tower on 2nd level (near lift)

      0.46b
      -added spiral staircase from floor 2 to outer building with hole in top
      -added catwalk mid level that can be jumped down to from floor 3 catwalk
      -added small health kits around tower area and starting forts, and in tunnel out of fort
      -added armor going into first floor of tower
      -added large armor on 2nd floor
      -added redeemer to middle area

      0.47b
      -added bio rifle above pipe hallway cliff exit
      -added link rifle at the top of the spiral staircase from floor two on the tower

      Comment


      • #4
        Did a recook for the new update. Here is the link, enjoy!

        https://s3-us-west-1.amazonaws.com/u...wsNoEditor.pak

        Comment


        • #5
          New build with some exciting changes. Welcome to 0.57b!

          https://s3-us-west-1.amazonaws.com/u...wsNoEditor.pak

          ~Change-log~
          0.57b
          -gap distance to flag T-junction shortened to allow for dodges from further away.
          -heightened ledge near double staircase to not block you when you dodge from the top of
          one of the staircases
          -added small ledge to the right with a jump pad to get on top of above ledge.
          -added another small ledge near the above ledge to reach the jump pad from the above
          stairwell
          -large obstructing pipe in long hallway has been cut in half to give vision through two
          pipes.
          -large health kit octagon pedistal size has been increase to have a better jump from the top level
          of the tower.
          -added more team deco around the map in various spots
          -changed textures in long pipe hallway to give better depth perception
          -changed lighting in the pipe hallway, and hallway tunnels to use floor lighting
          -more steam and lava bursts
          -added stairs at the top of the spiral staircase connector to the lift tower
          -redid lighting inside both towers to appear to belong to a team color
          -added more team deco and team lighting to spawn areas
          -fixed z fighting and uvs on tower meshes

          Comment


          • #6
            New build with a focus on the beginnings of polish, and detail additions!

            https://s3-us-west-1.amazonaws.com/u...wsNoEditor.pak

            0.65b
            -added AO

            0.76b - 7/27/17
            -lots of detail has been added around the blue side of the map with static meshes, as well as decals.
            -particle and sound effects have been added near moving detailed areas such as fans, or fire.
            -heat distort effect added to lava
            -more lava waterfall layers have been added for lava looking consistency
            -one side of the map signicantly more detail for testing purposes.
            -Railings on one side the map have been replaced.
            -textures changed on the long hallway side of the map for better depth perception

            Comment


            • #7
              New build with significant map and flow changes.

              0.82br
              ---Significant Geo Updates---
              -added a rotating balcony vantage point to the towers at the top level
              -changed the materials on the towers to be more visible
              -added bright team deco shields on the doorways to the tower
              -changed the delay on the lift in the cave to be shorter
              -more weapon spawn locations (stinger added)
              -added some ammo spawn locations
              -redeemer has been moved to the HQ of each team
              -changed the "blood bowl" between the towers to have wall running areas on the sides
              and larger jump pads
              -changed the flag area significantly
              -changed jump pad destination to be near tower armor
              -added teleporter to bottom area to go to HQ
              -added more area with grates and a wall run area
              -changed the spiral staircase area to fit better with the theme of the level
              -added significant geo to the mid section area near the spiral staircase
              -adjusted some geo on the lift areas in the towers to allow jumps through the top hole
              more easily
              -added stairwell to getting to the top of the concrete side building
              -changed spawn point locations and added another
              -added pipe runway to the side hallway area that goes above the hallway
              -added openings to the hallway area

              Comment


              • #8
                The full release of the map. Will come back later and add more details to the map.

                -1.0
                -added much more detail to the map
                -production lighting
                -changed texture colors on the towers for better balcony perception
                -added spectator cameras
                -added team lineup
                -fixed level thumbnail image

                Enjoy everyone!

                Comment


                • #9
                  Here is a trailer I made for the map.
                   

                  Comment


                  • #10
                    That looks awesome.
                    Maps: DM-Dying_Sun WIP & DM-TokaraSwamp
                    www.shockandrockets.com

                    Comment


                    • #11
                      Originally posted by the_hack View Post
                      That looks awesome.
                      Thank you! Have fun!

                      Comment


                      • #12
                        Looking forward to trying this out on the servers soon with the CTF folks, hopefully tomorrow
                        Music Concepts for UT4 (Soundcloud) || Thread || Website

                        IN-GAME NICKS: Avalanche / <--Archer-<<

                        Comment


                        • #13
                          I don't want to be harsh about this map but i've been playing this map on unrealpugs server with other people 2 days ago that played it like me for the first time.
                          Many people were confused. Looking for eFC was like some hide and seek. Some corridors are too straight and some areas are spammy.
                          Well after a couple of minutes many people wanted to change of map and that is what happened.
                          Last edited by Ϣίητεѓ; 09-02-2017, 01:41 PM.

                          Comment


                          • #14
                            Yes I think some simplification is in order as a first step.I find the best ctf maps tend to lead away from flag with three - 4 routes, then you can swap to to 2-3 routes through mid, leading back to 3-4 routes into enemy base... mid is a good place for more open game-play and theres good potential for that....

                            Scale also seems a bit small for ctf in some areas. similar to my thoughts on sanctum, i might simplify and consolidate some of the many smaller areas.
                            Maps: DM-Dying_Sun WIP & DM-TokaraSwamp
                            www.shockandrockets.com

                            Comment


                            • #15
                              I agree. Map is convoluted, quite complex and a bit narrow in some of the corridors... Elevators shouldn't be waited upon, they should respond to player stepping onto them! I very like the verticality though and fancy idea of rotating platforms in the middle (however you can see some z-fighting here and there, and the mechanism could be more believable - perhaps make it a continueus slower rotation.

                              Here, you might find this very usefull:
                              https://www.gamasutra.com/blogs/Bobb...vel_Design.php
                              Try designing the map by creating the routs first. Add geometry, platforms and height differences on top of those routes.

                              Good luck!
                              For maps and drawings visit: conradjustin.com

                              Comment

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