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ACTF-Hardwall (New Game mode and level!)

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    [PROTOTYPE] ACTF-Hardwall (New Game mode and level!)

    Arena Capture The Flag is a new round based take on capture the flag inspired by the the game play of CS:GO. Its a completely fresh take on capture the flag from Unreal Tournament 4.

    Another Update today with many changes to the level layout as well as tweaks to the spawning timers. Here is a copy of the op and screen shots of the new level changes.

    I have a dedicated server running the latest version.

    CastleDoes: Arena Capture The Flag
    IP: 104.153.107.113

    New version update! 5/17/2015
    Alpha 1.2 is up and ready to play on the dedicated server! The redirect is broken due to the size of the new map so you have to download the pak file separately before trying to play!
    download the pak here: ACTF-Hardwall_a14-WindowsNoEditor.pak






    Old Videos below this point ================================>
    https://youtu.be/HE4aaazuJOc
    https://youtu.be/_x-SaAbzp-Q
    Attached Files
    Last edited by Castle; 05-17-2015, 07:03 AM.
    - Russell Meakim AKA The Castle
    YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
    Steemit: https://steemit.com/@thecastle
    Twitter: @zZCastleZz

    #2
    This looks ****ing awesome man.

    Comment


      #3
      Hi

      Can you please explain what are the differences between regular CTF and ACTF ? It is like Greed o something similar ?

      THX
      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


        #4
        As far as I understand it its a mix of Rocket-Arena/TAM and CTF. So basically round based, and if everyone of one team is dead or a flag is captured a round ends.

        Comment


          #5
          Alright ill be doing more updates on the level itself. I know there is overlap with how the game mode plays too but in this thread its going to focus more on the level.

          The level itself is going to be a bit larger and I am also going to increase the visuals more now too.


          - Russell Meakim AKA The Castle
          YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
          Steemit: https://steemit.com/@thecastle
          Twitter: @zZCastleZz

          Comment


            #6
            Making it larger is a good thing since I felt it was too small, takes only a few secs to cap a flag, so it doesn't offer enough choking points to make it interesting.

            Comment


              #7
              Originally posted by RPGWiZ4RD View Post
              Making it larger is a good thing since I felt it was too small, takes only a few secs to cap a flag, so it doesn't offer enough choking points to make it interesting.
              I am exploring the idea that center path will have a switch that someone needs to stand on to lower a wall. so Center takes at least 2 players to pass through.

              Its just an idea at the moment but it could be interesting to force coordination to make use of center path.
              - Russell Meakim AKA The Castle
              YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
              Steemit: https://steemit.com/@thecastle
              Twitter: @zZCastleZz

              Comment


                #8
                Originally posted by Castle View Post
                I am exploring the idea that center path will have a switch that someone needs to stand on to lower a wall. so Center takes at least 2 players to pass through.

                Its just an idea at the moment but it could be interesting to force coordination to make use of center path.
                That would be interesting, I'd assume the wall would stay lowered once activated, or would you have it re-raise once a timer ran down? This would encourage haste once one team has the flag, or else they would be stuck! One other thing I thought of would to make the arena slightly wider and maybe adding small tunnels on the sides or even in the middle. They wouldn't be the whole length of the map, just long enough for players to either take cover. Just in case you need more ideas to add to the map

                Comment


                  #9
                  The level transforms! So far though, I have been told by two people that adding a door under the bridge would be bad. I'm not sure yet how I feel myself.

                  - Russell Meakim AKA The Castle
                  YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
                  Steemit: https://steemit.com/@thecastle
                  Twitter: @zZCastleZz

                  Comment


                    #10
                    Opinions please! This better shows the question. A switch on this bridge that opens the path below. Center path is blocked off by default and can only be bypassed by the two other paths. Upper and lower.

                    I am about to actually set this up today and wonder what others think.

                    - Russell Meakim AKA The Castle
                    YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
                    Steemit: https://steemit.com/@thecastle
                    Twitter: @zZCastleZz

                    Comment


                      #11
                      Ok so the map has its collision in place and a very basic art pass that should be enough to get some peoples attention.






                      - Russell Meakim AKA The Castle
                      YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
                      Steemit: https://steemit.com/@thecastle
                      Twitter: @zZCastleZz

                      Comment


                        #12
                        Just curious, is the background environment simply generated through UE4's world editor? That's something I really enjoy seeing with UE4, quickly you get some good looking environments for the maps.

                        Looking promissing so far.

                        Comment


                          #13
                          liking it you got my attention

                          Comment


                            #14
                            Originally posted by RPGWiZ4RD View Post
                            Just curious, is the background environment simply generated through UE4's world editor? That's something I really enjoy seeing with UE4, quickly you get some good looking environments for the maps.

                            Looking promissing so far.
                            Thanks!

                            I hand placed those models around the out edges. Ill have a video up soon to show progress and how I did it.
                            - Russell Meakim AKA The Castle
                            YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
                            Steemit: https://steemit.com/@thecastle
                            Twitter: @zZCastleZz

                            Comment


                              #15
                              Originally posted by Castle View Post
                              Ok so the map has its collision in place and a very basic art pass that should be enough to get some peoples attention.






                              This reminds me ShootmaniaStorm

                              Comment

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