Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Knux on July 28, 2012, 02:14:32 AM

Title: [CTF Map Pack] KCTF - Remastered (V1bX)
Post by: Knux on July 28, 2012, 02:14:32 AM
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:
(click to show/hide)
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
(click to show/hide)
KCTF02 - Torn Woods
(click to show/hide)
KCTF03 - Lux Quadrant
(click to show/hide)
KCTF04 - Mineral Passage
(click to show/hide)
KCTF05 - Meteorbound Outpost
(click to show/hide)
KCTF06 - Hollow Greenroad
(click to show/hide)
KCTF07 - Power Crater
(click to show/hide)
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
(click to show/hide)
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.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX)
Post by: Magnet Dood on July 28, 2012, 02:15:52 AM
... Oh man.

OH MAN.

These look so cool. I'm gonna download 'em right now.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX)
Post by: Jc494 on July 28, 2012, 03:42:59 PM
Oh hey, look what I found.

(click to show/hide)

Also nice texture offsets.

(click to show/hide)
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX)
Post by: Knux on July 28, 2012, 09:51:48 PM
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.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX)
Post by: Jc494 on July 28, 2012, 10:37:50 PM
Quote from: "Knux"
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.

(click to show/hide)

Turn around and....

(click to show/hide)

 :|

I hope you see what I'm getting at.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX)
Post by: Knux on July 29, 2012, 12:21:26 AM
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.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h)
Post by: Knux on August 11, 2012, 09:53:32 PM
Bumped for hotfix. Also added a changelog. Check it out.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h)
Post by: TheDoc on August 11, 2012, 10:31:07 PM
I'm glad to see CTF getting more attention. It's super-fun with classes
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h)
Post by: Knux on August 12, 2012, 06:41:31 AM
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.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h)
Post by: Jc494 on August 12, 2012, 02:22:27 PM
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.

(click to show/hide)
These centaurman textures should be red, since we are on Wily's side

(click to show/hide)
I have no idea what happened here.

(click to show/hide)
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.

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

(click to show/hide)
Sakugarne is stuck in the floor.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h)
Post by: Knux on August 13, 2012, 01:37:09 AM
Well, I always check everything for errors with F4 on DB2 and I also look around. I play on OpenGL and I never saw wrong height floors or a stuck Sakugarne, so it must be a software thing (ARGH). I will try to fix it for software users, but if it screws things for GL users, I'll have to leave it. Good reminder though, to test everything in software.

As for the textures in map 05:
Quote from: "Knux"
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 am aware, thanks.

Well, a second fix is due, it seems. It can wait until next week though, since this isn't popular or anything yet. Blame college, actually. :ugeek:

EDIT: Yes I did notice the wrong floor heights just now. Oh man. Fixed that, the base colors and the railing. Time to check for software bugs.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2)
Post by: Knux on September 30, 2012, 09:36:00 PM
Some stuff from the deleted post (because triple posts are ugly):
(click to show/hide)
Well, it has been a while since I did any announcements, hasn't it? I have no other maps started on Doom Builder at this time. However, since I am drawing them on paper, that means that this hasn't been forgotten. Here are the current names on the new maps coming up next version:

KCTF06: Hollow Greenroad
KCTF07: Power Crater
KCTF08: Waveyard
KCTF09: Icefall Valley
KCTF10: (It depends on which map I decide to do for this spot. There's a base with elevators, a city with traffic, and a toxic sewer system.)

And since I cannot decide between those three, it's poll time! Vote for the theme that should go for the 10th map!

It will be up until I finish map 09, so you have plenty of time to vote.

Any comments and/or suggetions and bug horror reports for the other maps are also welcome in the meantime.

EDIT: KCTF02 is probably getting remade once again for the next version. That middle route and Danger Wrap on the right just don't work.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2) [POLL]
Post by: Knux on November 04, 2012, 05:48:44 AM
Bumped for WIP pic: Hollow Greenroad.
(click to show/hide)
Maybe it doesn't look exciting, but that's the whole point. I took that picture when the map was still very plain.  :ugeek:

I will be working on DM maps after this, then it's on to 07: Power Crater. Coming not soon.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2) [POLL]
Post by: Mr. X on November 04, 2012, 06:02:03 AM
Lux Quadrant desperately needs a new weapon setup.  The bases have too weak of weapons/weapons ill equipped for most of the map which makes them too hard to defend.  We had a match on there tonight where basically the teams took over each other's bases and spawn camped the whole time.  It was too hard to drive people out because you basically had to leave the base altogether to get anything halfway decent.  Flash Stopper could also stand to be removed.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2) [POLL]
Post by: Knux on November 04, 2012, 07:07:18 AM
Quote from: "Mr. X"
Lux Quadrant desperately needs a new weapon setup.  The bases have too weak of weapons/weapons ill equipped for most of the map which makes them too hard to defend.  We had a match on there tonight where basically the teams took over each other's bases and spawn camped the whole time.  It was too hard to drive people out because you basically had to leave the base altogether to get anything halfway decent.  Flash Stopper could also stand to be removed.
You had one match? Or a few? Today, Rozark demonstrated me just how devastating Spark Shock can be combined with other weapons. See, what I'm trying to do is give map a pace as different as possible from the rest of the pack. That means I can't afford to stick the same weapons over and over in the bases. I could probably agree with Bubble Lead, but I was thinking of weak weapons anyway. Not sure why, though. I might trade Bubble Lead for something else. Just don't blame me for people camping on a medium sized map.

So then, what weapons are too weak and why should I change them? Why should Flash Stopper be removed? The only thing you told me was that you had a match tonight and that people camped. Anyone can do that, dude. Could you please be a little more specific? I'm sure I don't want Hard Knuckles in the bases.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2) [POLL]
Post by: Shade Guy on November 04, 2012, 09:12:52 AM
Flash Stopper should be removed because, well, it blinds players...Which is both annoying and cheap. CTF revolves around either running to or away something/someone, which is made all the more frustrating when you're constantly being blinded. There's a reason it isn't found on any other CTF map, if I'm not mistaken.

Regarding weapons in the bases, let me say I completely agree with Mr. X here. Let's say you spawn in the flag room and there are enemy players spawn camping (a scenario that popped up frequently when I was playing with Mr. X). Now, the enemies are most likely on one of the raised sections of the base (either around the flag or at the top of the stairs to either side), so Bubble Lead is completely ineffective. The other weapon in the immediate area is Spark Shock, which while might be good in conjunction with another weapon, is not when the other weapon in the immediate area is useless. Also note that the enemy player would probably be spamming Screw Crusher, an area denial weapon, which makes Air Shooter, the next closest weapon, less useful as well.
I would suggest moving one or two of the moderately good weapons from the middle of the map to the bases...Replace one of the weapons in the base with Thunder Beam, perhaps?

I'll also reiterate my complaint to you from earlier that platforms that raise/lower when a player walks into them in CTF are silly. Since the platforms only let one player use them at a time, it gets really messy in a multiplayer game; the more people in the server, the worse. It's especially problematic in a tight situation; perhaps another player on your team that has the enemy flag is being chased, and is about to run on to the platform. However, you mistakenly walk on, and essentially screw your teammate over, since now they've just run into a wall. It really isn't team-friendly, and in a team based mode, why keep is that acceptable?
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2) [POLL]
Post by: Mr. X on November 04, 2012, 05:56:17 PM
Yeah, Shade pretty well summed it up.  What I meant by "too weak of weapons/weapons ill equipped for most of the map", I specifically meant Spark shock and Bubble lead respectively.  All the enemy had to do to render Bubble Lead useless was go up the stairs by the flag.  This in turn made Spark Shock also ineffective since the weapon you'd switch to is now useless.

About Flash Stopper, it should really only be used in DM maps where it would be most useful (i.e. lots of pits and stuff).  In this map, the only thing you'd happen to wander into are the elec traps, but it rarely happens that you're just standing around there anyways.  Thus, its only function is to be really annoying.  Plus it's team based, so having a group of people on one team with Flash Stopper makes it just downright maddening.  PLUS the platforms its on are so high that people can easily hide in the back corner without being seen.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2) [POLL]
Post by: Knux on November 05, 2012, 12:52:38 AM
Well, I've thought about a team with Flash Stopper before. I guess AoE weapons aren't very friendly in team games. The solution is simpler than you think, however: replacing Item 1 with Rush Coil. While there are only two Item 1 pickups in the map, they respawn very quickly. Rush Coil, on the other hand, takes a while. If worst comes to worst, I'll just replace the weapon. Just keep in mind that unless everyone is having silly trolling fun, not all of them will go get it instead of, say, Top Spin.

I believe the worst camp spot would be on top of the electric generators, so a couple windows should solve that.

As for the base weapons, I can see where you're coming from. However, Thunder Beam in there is a horrible idea. Up close, it's a OHKO. From afar, it rips through everything. When running, it screws up people sidewayslul. I think switching Crash Bomb and Bubble Lead's locations would make more sense. Spark Shock and Crash Bomb can be devastating together. Sounds good?
Quote from: "Shade Guy"
I'll also reiterate my complaint to you from earlier that platforms that raise/lower when a player walks into them in CTF are silly.... However, you mistakenly walk on, and essentially screw your teammate over, since now they've just run into a wall. It really isn't team-friendly, and in a team based mode, why keep is that acceptable?
It usually IS a bad idea to take the elevator. It's high risk, high return and, aside from 1vs1 situations, you should never rely on it. Use the stairs. Take other routes. Use the boost to get through. You even know that it's generally a bad idea to take it. So don't!  :|

Anyway guys, I REALLY must apologize for KCTF02's right side route. Danger Wrap was supposed to be Bubble Lead, and I somehow got them mixed up. There are two ripping weapons, too. And although those were intentional, now they feel kind of wrong. Not that I ever go through that route. I am strongly considering doing something about the whole map. Again.

And if I redo it all again, no steps in the middle route. Instead, I think that if the right side route was the middle one, but a little bigger, it might work with more trees for base cover in the middle of the pits... how's that sound?
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2) [POLL]
Post by: Mr. X on November 05, 2012, 02:09:15 AM
How is changing the way up to Flash Stopper so that it takes LESS time to get up there better than the way where you may get shot while making stairs?  Sure, the respawn time is worse on Rush Coil but most of our match, people were using Rush Coil to get up there already.  Item-1 was mainly used for Top Spin (which actually was not that big of a factor in our game) and blocking people.

I think Thunder Bolt would work better for the bases.  Crash Bomb is a bit too much of a specialty weapon where Thunder Bolt is decent all around but not overly good.  In general, I think bases should have a decent-but-not-great all around weapon instead of something requiring a combo.

You also say how bad of an idea it is to take the elevator but every time it was used in our game, it was to the person using the elevator's advantage.  People from the other team can't follow you up it.  Also, even if it were worse, why even have it in the map then if you're not supposed to take it?
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2) [POLL]
Post by: Knux on November 05, 2012, 02:37:16 AM
Quote from: "Mr. X"
Sure, the respawn time is worse on Rush Coil but most of our match, people were using Rush Coil to get up there already.
Except it's not on the map.  :|
Quote from: "Mr. X"
You also say how bad of an idea it is to take the elevator but every time it was used in our game, it was to the person using the elevator's advantage.  People from the other team can't follow you up it.  Also, even if it were worse, why even have it in the map then if you're not supposed to take it?
Sorry, I have stairs everywhere. Deal with it.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2) [POLL]
Post by: Mr. X on November 05, 2012, 02:54:37 AM
It wasn't?  I thought I had seen it, my mistake.  Either way, my point stands that it seems like you're only compounding the problem by making it easier to grab the items.

Also, ok then.  DON'T fix the problems that we observed by actually playing the level and instead have it in your head that the level flow works one way when it clearly doesn't.  It's a shame too, the elevators and weapons were the only observable problems.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2) [POLL]
Post by: Knux on November 05, 2012, 03:03:10 AM
:|
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2) [POLL]
Post by: Mr. X on November 05, 2012, 03:05:17 AM
Quote from: "Knux"
Sorry, I have stairs everywhere. Deal with it.
Yeah, don't know where I got the idea you wouldn't change it...my mistake.  Whatever, I'm done.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2) [POLL]
Post by: Ivory on November 05, 2012, 03:11:31 AM
Remember, alienating the people who actually try to help you is never a bright idea.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2) [POLL]
Post by: Knux on November 05, 2012, 03:49:46 AM
Oh okay.

[11:43:30 PM] Knux: Well, let's see...
- Flash Stopper to Hard Knuckle. Platform nerfed.
- Elevators to stairs.
- Bubble Lead switched places with Thunder Bolt.
- Air Shooter to Needle Cannon.
- Details.

Free candy. (http://www.mediafire.com/?k52iatuark5s9qq)

Anyone else can test it and compare as well, obviously. I'll take down the link on Wednesday though, so get it now.

Now get out. :ugeek:

EDIT: Link borked.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2) [POLL]
Post by: Mr. X on November 05, 2012, 03:59:33 AM
That's much better, thank you.  I'd just like to note something important here though:  I basically have stopped giving any feedback to a large majority of this community because quite frankly, I lack confidence that they'd actually bother wanting to make a better product.  I wouldn't have done it for you if I hadn't believed there were potential.  As I said before, the map's layout other than these problems is pretty solid, and you should be proud of it.  I mean that.

Now go find less muffled musi-*shot*
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2) [POLL]
Post by: Hallan Parva on November 05, 2012, 04:43:10 AM
Quote from: "Knux"
- Flash Stopper to Hard Knuckle. Platform nerfed.
now see taking out Flash Stopper would be fine but

Quote from: "Knux"
Hard Knuckle
FUCK.




whatever I'll try it anyway :ugeek:
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2) [POLL]
Post by: Mr. X on November 05, 2012, 04:57:36 AM
Hard Knuckle is getting a slight nerf in v3a anyways
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2)
Post by: Knux on November 24, 2012, 06:03:03 AM
Hollow Greenroad is finished. Thanks to Nemz, I have rotating Cloud Man fans in there, too!

Here's a screenie of Power Crater's skybox:
(click to show/hide)
Progress is going super slow, but it's still going.

EDIT: Oh, what the heck. Have a screenie of a side route in Hollow Greenroad:
(click to show/hide)

EDIT: Replaced Hard Knuckle in Lux Quadrant with Rolling Cutter. It's just more deadly in those hallways and especially the bases.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1aX-h2)
Post by: Knux on December 13, 2012, 10:22:25 PM
Stuff from deleted December 3, 2012 post:
(click to show/hide)
So those side routes in KCTF04 are terrible because you need to go up a wall obligatorily? Not anymore. I opened the walls through the middle, and deleted the plain looking empty paths to the bases, opening up a new one in the process:
(click to show/hide)
I'm also working on Power Crater at the same time. Here's a WIP pic of the right side route:
(click to show/hide)
Waveyard will have surprise textures that will be either liked or hated. I haven't started it yet, though.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1bX)
Post by: Knux on October 22, 2013, 03:49:10 PM
Bumped for new version! For those who don't wanna read the OP, here's the changes:
(click to show/hide)

EDIT: Derp, how did I forget that I actually did changes to KCTF03? Fixed those messages.
Title: Re: [CTF Map Pack] KCTF - Remastered (V1bX)
Post by: Linnie on October 22, 2013, 05:34:43 PM
There's a CTF map pack?

Why was I not told about this?
Title: Re: [CTF Map Pack] KCTF - Remastered (V1bX)
Post by: Knux on October 23, 2013, 07:13:40 PM
That's the latest update, but it wasn't made yesterday. That was almost a year ago, but I bumped this thread in case TailsMK4 or someone else decides to host it, so that people can find it easier if they decide to look in Projects instead of getting it from BE instantly.

For the next version, I've updated every map so far except for 04. I'm having a lot of trouble with it.