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PostPosted: Sat Jul 28, 2012 2:14 am 
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Software Warning - due to some bugs from the engine, this map pack might look weird in some areas while playing in Software mode. You'll see things like this:
Spoiler:
Horrendous, ain't it?
Image

Unfortunately, this is out of my control. So for now, play in OpenGL mode if possible for the best experience. Now then...

Hello, everyone. This here is basically a map pack containing 7 brand-new Capture the Flag maps for your enjoyment. A lot has changed since the last version (v1b). So much in fact, that this is a new start for the pack! The three maps that were included last time were these, with their respective changes:

KCTF01 - Wellspring Fort: Remade entirely from scratch.
KCTF02 - Torn Woods: Remade entirely from scratch.
KCTF03 - Lux Quadrant: Fixed layout to be MUCH smaller and playable. Most weapons were changed, too.


And now, presenting pics from all 7 maps:

KCTF01 - Wellspring Fort
Spoiler:
Image

KCTF02 - Torn Woods
Spoiler:
Image

KCTF03 - Lux Quadrant
Spoiler:
Image

KCTF04 - Mineral Passage
Spoiler:
Image

KCTF05 - Meteorbound Outpost
Spoiler:
Image

KCTF06 - Hollow Greenroad
Spoiler:
Image

KCTF07 - Power Crater
Spoiler:
Image

And without further ado, get the latest version here:
http://www.mediafire.com/?91im8xzxy533p09

Also on wadhost and BE.

Many thanks to King Dumb, Shade Guy, Mr. X and everyone else who contributed with their review during the making of this map pack. Namely Celebi, SaviorSword and OrangeMario for testing online and bug crushing.

Detailed credits are included in the .zip file along with the pack.

Have fun, everyone! Be sure to post any complaints here so I can possibly make a better pack. As for the future, I have about 5 more themes in mind, so stay tuned!

CHANGELOG
Spoiler:
v1ax:

Released the pack.

v1aX-h:

KCTF01 - Fixed texture errors.
KCTF02 - Changed and moved some weapons, fixed some errors.
KCTF03 - Fixed some line and texture errors.
KCTF04 - Bases remade to be smaller, weapon changes, and more!
KCTF05 - Some texture errors fixed.

v1ax-h2:

KCTF02 - Bridges removed to make it more interesting.
KCTF03 - A few decorations here and there.
KCTF05 - Fixed everything wrong with it. Hopefully did not miss anything.

v1bX:

KCTF01 - Blizzard Attack changed to Water Balloon. Silver Tomahawk is now Arrow Buster, and Water Wave is in the cave.
KCTF02 - Thunder Claw and pegs on the right side make the route easier and more fun to travel. Replaced Gemini Laser with Homing Sniper, and Metal Blade with Magnet Missile.
KCTF03 - Lowered the Flash Stopper platform, and replaced that with Rolling Cutter. Swapped some weapon locations and replaced Air Shooter with Needle Cannon. Elevators in the bases replaced by jump stairs.
KCTF04 - Side routes modified. Could be a good thing or not. Crystal Eye replaced with Junk Shield, Blizzard with Dust and Fire Storm with Shadow Blade. Removed Shadow Blade and Gyro Attack from where they were and replaced them with big items. Added red Crystal Man textures to the Wily half of the map, and decorated everything a bit more. Replaced Treble Sentries with Tango. Lowered the Rain Flush and Power Stone platforms.
KCTF05 - Atomic Fire replaced by Duo Fist and Bass Upgrade replaced by Laser Buster. Also added Astro Crush, despite of it probably being a bad idea. Use Rush to get it. Also removed some silly camp spots that were too OP for their own good.
New Maps - KCTF06 and KCTF07!

Older version for those of you curious to compare:
http://www.mediafire.com/?q22xhn9hoq8pj81

EDIT: If a mod could move this to Projects, it would be great.

Much appreciated.


Last edited by Knux on Thu Apr 25, 2013 3:26 pm, edited 35 times in total.

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PostPosted: Sat Jul 28, 2012 2:15 am 
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... Oh man.

OH MAN.

These look so cool. I'm gonna download 'em right now.


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PostPosted: Sat Jul 28, 2012 3:42 pm 
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Oh hey, look what I found.

Spoiler:
Image


Also nice texture offsets.

Spoiler:
Image


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PostPosted: Sat Jul 28, 2012 9:51 pm 
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Oops @ Wellspring Fort pic. Those are things that can be easily overlooked. Thanks.

As for the texture offsets in Lux Quadrant, which of them? If it's the blue Elec Man circle texture, then that was intentional. I mean, is it not obvious? The electricity comes out from that spot. :|

One thing about Mineral Passage, by the way. It's huge still, but I settled with that layout until I can make a better one for the moment as I'm short on time lately from preparing to go back to college. For now, it's remotely good for games with a lot of people. Otherwise, set the pointlimit low because it's fairly possible games will take longer in there than the other maps. Sorry about that inconvenience.


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PostPosted: Sat Jul 28, 2012 10:37 pm 
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Knux wrote:
As for the texture offsets in Lux Quadrant, which of them? If it's the blue Elec Man circle texture, then that was intentional. I mean, is it not obvious? The electricity comes out from that spot. :|


Oh ok.
Here's the spot I showed you in the previous screenshot.

Spoiler:
Image


Turn around and....

Spoiler:
Image


:|

I hope you see what I'm getting at.


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PostPosted: Sun Jul 29, 2012 12:21 am 
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Oh, I get it now. Yeah, minor thing, but nice to fix. This area was untouched since ye olde v1b, and the only thing changed in them were the pickups on top.

I forgot to mention this earlier too, but you know the right side route of Torn Woods? The one with the steps and falling too far in water? I actually ran out of ideas there. But I expect to change the way of getting up to the bases in there next version.

Maybe I'll just copy/paste the left route, but that's so lazy. >_>

EDIT: A few changes I made so far:

- Fixed texture offsets found by Jack and some others I found, and other errors.
- Changing up Mineral Passage's base areas to be smaller, some weapon changes.
- Cooking up a new map on paper. Not started yet until everything else existing is revised.


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PostPosted: Sat Aug 11, 2012 9:53 pm 
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Bumped for hotfix. Also added a changelog. Check it out.


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PostPosted: Sat Aug 11, 2012 10:31 pm 
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I'm glad to see CTF getting more attention. It's super-fun with classes


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PostPosted: Sun Aug 12, 2012 6:41 am 
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Thanks, Doc. I hope to continue to map when I have the time, which won't be much due to college. Still, I was told of some other errors on the servers after I released the hotfix. This is why feedback on the topic is important, folks.

I just wish I was there when it got hosted. Oh well.


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PostPosted: Sun Aug 12, 2012 2:22 pm 
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For some silly reason I didn't take a look at KCTF05 when you first re-released it, and I took a look at it after you released the hotfix. Knux, I now pronouce you an extremly silly person for not fixing the stuff I found, as they are rather obvious. They are so obvious that I re-downloaded the hotfix just to make sure.

Spoiler:
Image

These centaurman textures should be red, since we are on Wily's side

Spoiler:
Image

I have no idea what happened here.

Spoiler:
Image

Let me get this straight, we are on Wily's side yet the Logos are of Dr. Light? Also the fences in this path are not solid at all.

EDIT: Found 2 more things.

Spoiler:
Image

On of the side paths the supposed raised floor is lowered, mainly caused due to copy and paste (I think)

Spoiler:
Image

Sakugarne is stuck in the floor.


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