Posted: Mon Feb 13, 2012 7:44 pm Post subject: Velocity CTF
Hey guys, I'm here to present to you a CTF project
Some of you know me, some of you don't, a quick introduction for those who don't would be that I'm not new to Doom or mapping, I just don't play very often because I don't have a ton of time to play anymore.
Velocity CTF is a project headed by the Mechanix Union, lead by another mapper named Dusk and myself. It is a fully functional multi-port map pack geared towards 3v3, 4v4 game play offering a variety of intensities, ranging from the godawful grinds of Crawl Space, hectic high scoring maps such as the Old Castle, and unpredictable maps like Sewers Smell Bad. The authors designed the maps with pace, gameplay and movement in mind over aesthetics. Details and good looks are pretty much a bonus. There should be something for everyone in this pack.
Velocity will be released in a manner of 1/2/3 based on success of the maps and acceptance in general. Velocity 1 is just about ready to ship out entirely, we are just working on adding finer details and fixing up any game play issues at the moment.
It is virtually an open project, meaning anyone can make a map for it, but that doesn't necessarily mean the map will be accepted. Bad maps are tossed (we have already tossed 3). If you want to get a map in this, give me a shout and show me what you got.
Swiftshot saved me the effort of taking screens in ZD, thanks to him, here you go
If you have any critiques at all, don't hesitate to let me know, we want this pack to be the best it can be.
Finally, the download and current maplist
Velocity CTF
map01: Rotated Infinity by Dusk
map02: Crypts of Eternity by Decay
map03: And Hell Captured by Dusk
map04: Industrial Nukage Mining by Dusk
map05: Gun Shy by Kamai
map06: Generic White by Decay
map07: Tyr's One Wheeled Bicycle by Heavenwraith
map08: Bleak Outlook by Synert
map09: Swap Meet by Shane
map10: Architecture of Aggression by Decay
map11: Winter Sacrifice by Decay
map12: Complex Beta by Decay
Last edited by Decay on Sat Mar 24, 2012 9:42 pm; edited 1 time in total
"I notice the maps don't look that different". They look fine enough for the most part, and I've come to the conclusion you are dying or dead before you will really get a chance to look around so it doesn't really matter a whole lot.
"So what's new in RC2"?
Well...
Several texture misalignments through out the maps
Fixed the imbalance of health in Crypts of Eternity
Added coloured banners to Generic White
Removed the RL and fixed the hom in the center of Tyr's One-Wheeled Bicycle
Lowered some walls in Architecture of Aggression to prevent base to base rocket spamming, and make it a little less exposed. Changed the switches to regular switch textures.
Redesigned the mid of Winter Sacrifice entirely, adjusted weapon layout. I have no idea how it will go over but that's why this isn't the final. I'll pretty it up a bit if it's good in layout terms.
If no issues are found within 1 week, this will be renamed and posted up on /idgames
I owe a lot of people a lot of thanks for this wad, truly I do.
Beginning with the mapping crew
Dusk
Decay
Heavenwraith
Kamai
Shane
Synert
Graphics and logo! Credits to PUN1SH3R; excellent work man and Dusk for the f1 screen!
Additional thanks to Swiftshot and Evolution for getting the WNF event in the bag and introducing Velocity to Zdaemon, AF-Domains for hosting a pub AND priv server on DUI!
A textfile in the zip and the wad gives credit where credit is due, texture and music-wise.
Sorry no, I received a ton of complaints about Generic White and how bad it looked, so I did a total overhaul on it, along with a lot of other minor updates and fixes. This will be on /idgames soon, keep an eye out and leave a comment if you wish!
"What's next"?
Velocity II, stay tuned.... if you have an interest in submitting a map for VCTF II, send me a PM stating said interest and some screens of your work, thanks.
Map01 is stellar. 03 kind of proved to me that figure-eight maps can actually still be interesting in this day and age. Awesome theme and design on it, too. 05 reminds me a lot of some of the oddball 32in24 CTF maps. 06 is straightforward and cute. 07 gets a smiley-face from me because bicycles. For the love of all that is holy, 08 would be a lot better with fewer 90 degree angles. I think I admire the stone-to-snow bordering work on 11 (it's a small touch but still rather quaint). 12 seems to have solid design but the texturing seems rather schizophrenic (reminds me of datadyne in some respect).
It's always a relief to see original CTF romps being published, so keep up the good work.
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
Posted: Wed Mar 21, 2012 1:01 pm Post subject:
Kept forgetting to comment on these maps! So here goes:
Map01 is a great opener. It's not a very intuitive map, due to the base's orientation around the centre, but it grows on you. Can be hard work with only one route up to the flags!
Good to see those bleeding MIDSPACE textures got fixed for the final version
Map02... well... I like the centre area! This is possibly my least favourite map in the pack. Too many narrow passages... hrmm, no, scratch that. The problem with those passages isn't that they're excessively narrow, just that they feel like it because they're so short and full of right-angled turns.
And the bases are so uniformly decorated inside that I'm never sure exactly where I've spawned
Map03 is rockin'. No dull moments or uncertainty here
Map04 is possibly my favourite map. 'nuff said.
Map05 sometimes feels a bit clunky around those fences, but otherwise this is pretty dynamite, all action stuff.
Map06 I actually prefered the "Generic White" version of. But whatever. Fun map to make a tribute to, and it plays damn well.
Map07 is another joy to play. That medikit area with the scrollers (in the middle of the map) is weird though. Feels like there's friction in there or something.
Map08 feels a bit too 32in24. Well, 32in24-4 to be precise. Y'know, like someone didn't have enough time to finish designing it? Doesn't play bad, just feels a bit vacant in places. And annoyingly, all that midtex bridging lags a bit online.
Map09... works on a basic level. I mean, you can run from end to end on it... but, because that run is so straight and short, then nobody seems tp bother with the other gimmicks - like the teleports or that whole outside pathway thing, and the "chaingun sniper tower" is just an annoying dead-end. It's just a bit too many features crammed into too small a play area, methinks.
But hey, I do really love the whole central "up&under" pathway!
Map10 probably has one too many routes out of the bases. Not convinced that the teleport needs two seperate switches which will both open it. Oh, and the bridge across the bloodpool is sometimes an excessive pain in the ass when you fall off in the heat of battle. Idk, would probably be ok with some aircon though.
Fun map still, but a little too extravagant?
Map11 is ok, but it'd be better if it was in another pack. Here it just feels like someone decided to throw maps 03, 07 and 08 into a blender. Can't actually fault it, but it seems to have too many recycled elements.
Map12 takes the longest to get to grips with. It's clever, and expertly crafted, but - as with map10, there's probably one too many routes around the place. Also, it took me a few games to figure the whole thing out.
Too late for any changes now, but hopefully that's still of some use to someone
Yeah, map02 takes some getting used to, it is really confusing for a lot people. Unfortunately for you guys, it is not nearly the most confusing map I've made, so I can't come to grips with what you guys are saying.
Map09 is really basic in pub play, for sure. However, keep in mind these were all geared towards priv style play for the most part. Did you know in map09 you can RJ in and out of the cg "sniper" tower stairwell? Little tricks in the map work well in 3v3 or even 4v4 situations, but otherwise yea it's pretty much a simplistic bloodbath
08 was made by a novice mapper, UNFORTUNATELY it didn't strike me to rework the map entirely (like I did with 06), so I can see where you are coming from. Sorry about the bridge, I thought I had optimized it enough... I had entirely remake it from previous versions as it is...
Map10 was highly experimental, and although it's not an entirely bad map, I feel there was some error in it, so I know not to go in that direction again.
Map12 does take some time to learn, but when you do learn how to play it, you can really make some sick plays on the map. I'm a pretty terrible runner, but just knowing the map allowed me to make some wicked runs by juking the other team with the lifts and teleports. I kinda laughed at TheCupboard's remark on the texturing. What do you mean by schizophrenic?
If you can rally up enough people, give this a shot in a priv scenario, maybe people can get a different perspective. I'll be keeping all this in mind for Velo II, so don't consider your comments wasted time.
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
Posted: Fri Mar 23, 2012 12:47 am Post subject:
Decay wrote:
Did you know in map09 you can RJ in and out of the cg "sniper" tower stairwell?
Wat's an "RJ"?
And maybe I was thinking of an earlier version when I said about that bridge on map09. Looking at it again now, it does seem noticeably improved
Decay wrote:
If you can rally up enough people, give this a shot in a priv scenario...
Really not going to happen
Decay wrote:
I'll be keeping all this in mind for Velo II, so don't consider your comments wasted time.
Yeah, that's what I figured. Just don't be rushing to get a sequel out too soon though. Or maybe, when you do, you can rework/replace some of the old maps - like the ZDECTF guys did
If you can rally up enough people, give this a shot in a priv scenario...
Really not going to happen
WELL WELL it is now my job to prove you wrong :p
Cybershark wrote:
Decay wrote:
I'll be keeping all this in mind for Velo II, so don't consider your comments wasted time.
Yeah, that's what I figured. Just don't be rushing to get a sequel out too soon though. Or maybe, when you do, you can rework/replace some of the old maps - like the ZDECTF guys did
Yea, II isn't coming out for a while... Shane was going to head a lot of it, but then he left Doom, so at the moment nobody is working on it... I'd say velo II might make it's appearance in july/august at best, considering the mechanix team has a lot on it's plate right now. Ultimately though, any little bugs will eventually be ironed out, so if you find any (I already know of some misalignments on 03/06/12), let me know.
All in all, I thought this was a bang up set of maps. Good looking and good playing. Some of the layouts I thought were a bit confusing. I felt bad poking around the maps when there's teammates to support. Also, I got the feeling that map 8 was a little too similar to one of the zdctf maps. Can't remember which one.
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum