Ctf-Face (UT2000 remake)


(==Troy==) #1

=====THE MAP IS RELEASED=====

Download link:

http://www.thexclamation.com/troy/ctf-face-fp1.pk3
http://prison.tibet225.server4you.de/ww2pn/rtcw/index.php?mod=text_map&text=now&id=1154

Bot waypoint (0.61, pm me for omnib-ot 0.5 version waypoint) : http://www.omni-bot.de/e107/e107_plugins/pm/pm.php?get.2611.0

Authors : ==Troy== & Flippy.

Description: CTF-Face-fp1

An UT2000-2004 map remake for ET. Custom textures due to copyright.

Dual-objective map. Capture the flag by bringing it to your flag. The first team to capture 4 flags, or the team that is ahead at the end of the round, wins. Timelimit 20 min.

The map features 2 towers with teleports inside. A good sniper/objective map. Action takes place on an asteroid base orbiting around Earth.

A compass scoreboard included.

== The map does not need any CTF-support mod, it can be run on any server and any mod. ===

Time of the map: 20 min. Or until one of the teams reaches 4 flags. Tie situation possible.

N. of spawns : 32 per team. 16 per side of the tower (2 sides).

I would be greatfull if someone will explain how to upload map to et.splatterladder.com :). Thank you. Any comments and suggestions are welcome. But bear in mind that this is a classics and the map layout will not be altered (in a large amounts).

Huge thanks to Rayban and his compass scoreboard :slight_smile:

And Please Bear in mind, this is first playable version.

=====================================
I am also inteding to release a modification of this map, featuring more alternative ways and some work for enegies/coverts.

Some screenshots:
Inside the Allied (blue) tower, looking at the flag:

On top of Axis tower, looking over the map:

Inside Axis tower, note the scoreboard at the compass:

Entrance of Allied tower:


(Flippy) #2

Looks nice :slight_smile:

Few comments on the screens so far:

Make some stars in the sky texture, i believe there are stars in the UT version? maybe even galaxies etc…? :stuck_out_tongue: will look nice.

Does the skybox rotate like in UT? (So it looks like the “meteorite” which it actually is is spinning, very cool effect ^^)

But sofar it seems very similar to UT! Good job.

Only thing im worried about (just a bit :P) is that as far as i can remember you could jump down from the towers reasonably safely in UT (maybe losing half your health if you jumped from edge to edge), with ET i think you will fall to your death MUCH earlier so that might not be possible anymore :frowning: Anything you can do about that? :stuck_out_tongue: Will be cool.

Also, make some blended textures on the ground, looks too tiled now :wink:
I might be able to help with that if you don’t know how.


(broloi) #3

Thats the mover he’s been talking about in other topics… I think he has problem with it, but it is able to move ^^


(==Troy==) #4

Yes indeed it is a mover. A stars will be a bit of a trouble, as in UT the skybox looks like a BOX and I dont want that effect (the earth actually looks much better in ET than in UT)

In UT you could not jump from top of the tower safely. Only with gravity mutator. I will try to reduce the gravity in total on the map. But until I will have a mod, which provides a particles, which are effected by the gravity, I will try to stick with standard 600-800.

For fp1 the ground is fine :wink: :lol: .


(Flippy) #5

Oh I see… didnt read that thread.

EDIT
Stars becoming a problem? You can just add them in the jpg image? I don’t see how that will be a problem? Explain please…


(==Troy==) #6

Basicly the (number of stars) per small change of angle is a derivative of a tan, which is 1/cos^2a. where a is the angle. Simply speaking if I will just apply a simple starry texture, the density of the stars at the corners will be bigger than the density of the stars in the centre. I dont have sufficient software to fix that prob…

It can be fixed by applying a magnifying glass effect to the texture.

Otherwise the skybox will look like a box, rather than a sky. (thats why all skybox textures look so weird)


(Flippy) #7

Im not entirly sure what you’re trying to say with this little maths lesson (although i already knew it :P) but, if you make your skyshader correctly, it will project the shader as if it were onto a sphere, with you in the centre.

Eg, the sphere (which is the skybox) moves with you wherever you go, making it seem like the stars are at an infinite distance.

I still don’t see why making a startexture would make your skybox look like a box instead of a sky?

Actually, i believe the goldrush sky has stars? so why can’t yours?


(==Troy==) #8

I am not using skybox, as skybox cannot provide a moving texture.

I am actually sure that it is possible to use tcmod and shader to make this right, but it will take me some time and reading around. So currently I will either have a static sky, or single Earth… :frowning:

What I basicly need is a moving skybox (tcmod + shader). But I am not sure if that will work together for all 6 faces and a complex movement.


(Flippy) #9

Oh… what are you using as sky then…?
Just 6 faces?

Even then you will probably be able to fake the roundness of the sky, by simply making less stars near the edges of one face… might hvae to try that out im not sure.

And you will probably also be able to rotate them using tcmod yeah, but it will be one hell of a job aligning all 6 textures…

EDIT

Or do what kamikazee suggested in the other thread, make a large cylindrical patchmesh around your map, and put one texture on it (the sky) and make it scroll.
You can always try, although you might be able to see the parallax of the earth then… (eg the earth does not seem to be moving with you when you walk, creating the idea that it’s very close to you)


(==Troy==) #10

I am doing a physics degree… :evil: so I know what is paralax :lol:

Anyway… thats the problem… And I dont have much time for it, so I will do that in next releases :slight_smile:


(broloi) #11

Just got this idea, even tho it might be nonsens.

Make a shader that make the texture to lighten up. then make a star-like texture and simply just place some stars in your map…

But… I’m pretty sure it wont work -.-


(Flippy) #12

You mean make the stars actual objects, lights, in your map?
That will work, but it won’t look as stars, because they will be relatively close to you… If you walk past them, you will see that you can walk past them (lol). With real stars, because they are so far away, it seems as though they are moving with you (think of the sun, if you drive your car 1 km, the sun will still be in the same place, and not 1 km back :stuck_out_tongue:
I know i cant explain… care… :stuck_out_tongue:

Im actually trying out some things now, had to switch back to XP to get radiant to work though lol… for some reason it wont save my map files in Vista (logged in as admin, run program as administrator and saving in Public… still doesnt work)


(broloi) #13

I know what you mean… and I said it was only an idea, that wouldn’t work…

^^

I’ll try testing something… but got exams tommorrow, so I dont really have much time to do any testing…


(==Troy==) #14

Lol guys, thanks for all your help! :slight_smile:


(Flippy) #15

I tried to make the pill shaped patch and added a scrolling texture to it…
But i couldnt get my own texture to scroll (shader noob, been a long time lol :P) So i used a siwa_water one, which scrolled along nicely :slight_smile:

Here’s the map i used (without textures though, stick your own sky texture on and try it :stuck_out_tongue: ):


// entity 0
{
"classname" "worldspawn"
// brush 0
{
( 32 64 696 ) ( -96 64 696 ) ( -96 -64 696 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 134217728 0 0
( -56 -64 704 ) ( -56 64 704 ) ( 72 64 704 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 134217728 0 0
( -64 -64 1216 ) ( 64 -64 1216 ) ( 64 -64 192 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 134217728 0 0
( 64 -64 1216 ) ( 64 64 1216 ) ( 64 64 192 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 134217728 0 0
( 64 64 1216 ) ( -64 64 1216 ) ( -64 64 192 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 134217728 0 0
( -64 64 1216 ) ( -64 -64 1216 ) ( -64 -64 192 ) castle_wall/castle_c09_2 0 0 0 0.500000 0.500000 134217728 0 0
}
// brush 1
{
( -640 1152 136 ) ( 640 1152 136 ) ( -640 -1024 136 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -640 1152 768 ) ( -640 -1024 768 ) ( -640 -1024 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 640 1152 768 ) ( -640 1152 768 ) ( -640 1152 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 640 -1024 768 ) ( 640 1152 768 ) ( 640 1152 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -640 -1024 768 ) ( 640 -1024 768 ) ( 640 -1024 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 640 1152 128 ) ( -640 1152 128 ) ( -640 -1024 128 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}
// brush 2
{
( -640 1152 1400 ) ( -640 -1024 1400 ) ( 640 1152 1400 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -640 1152 768 ) ( -640 -1024 768 ) ( -640 -1024 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 640 1152 768 ) ( -640 1152 768 ) ( -640 1152 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 640 -1024 768 ) ( 640 1152 768 ) ( 640 1152 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -640 -1024 768 ) ( 640 -1024 768 ) ( 640 -1024 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -640 -1024 1408 ) ( -640 1152 1408 ) ( 640 1152 1408 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}
// brush 3
{
( 640 -1016 768 ) ( -640 -1016 768 ) ( 640 -1016 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -640 1152 768 ) ( -640 -1024 768 ) ( -640 -1024 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 640 -1024 768 ) ( 640 1152 768 ) ( 640 1152 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -640 -1024 768 ) ( 640 -1024 768 ) ( 640 -1024 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -640 -1024 1408 ) ( -640 1152 1408 ) ( 640 1152 1408 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 640 1152 128 ) ( -640 1152 128 ) ( -640 -1024 128 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}
// brush 4
{
( 632 1152 768 ) ( 632 -1024 768 ) ( 632 1152 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 640 1152 768 ) ( -640 1152 768 ) ( -640 1152 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 640 -1024 768 ) ( 640 1152 768 ) ( 640 1152 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -640 -1024 768 ) ( 640 -1024 768 ) ( 640 -1024 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -640 -1024 1408 ) ( -640 1152 1408 ) ( 640 1152 1408 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 640 1152 128 ) ( -640 1152 128 ) ( -640 -1024 128 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}
// brush 5
{
( -640 1144 768 ) ( 640 1144 768 ) ( -640 1144 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -640 1152 768 ) ( -640 -1024 768 ) ( -640 -1024 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 640 1152 768 ) ( -640 1152 768 ) ( -640 1152 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 640 -1024 768 ) ( 640 1152 768 ) ( 640 1152 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -640 -1024 1408 ) ( -640 1152 1408 ) ( 640 1152 1408 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 640 1152 128 ) ( -640 1152 128 ) ( -640 -1024 128 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}
// brush 6
{
( -632 -1024 768 ) ( -632 1152 768 ) ( -632 -1024 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -640 1152 768 ) ( -640 -1024 768 ) ( -640 -1024 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 640 1152 768 ) ( -640 1152 768 ) ( -640 1152 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -640 -1024 768 ) ( 640 -1024 768 ) ( 640 -1024 640 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( -640 -1024 1408 ) ( -640 1152 1408 ) ( 640 1152 1408 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
( 640 1152 128 ) ( -640 1152 128 ) ( -640 -1024 128 ) common/caulk 0 0 0 0.500000 0.500000 0 4 0
}
// brush 7
{
patchDef2
{
common/caulk
( 9 3 0 0 0 )
(
( ( 0 -512 1280 0 4.500000 ) ( 0 64 1280 0 2.250000 ) ( 0 639.999939 1280 0 0 ) )
( ( -512 -512 1280 2 4.500000 ) ( -512 64 1280 2 2.250000 ) ( -512 639.999939 1280 2 0 ) )
( ( -512 -512 768 4 4.500000 ) ( -512 64 768 4 2.250000 ) ( -512 639.999939 768 4 0 ) )
( ( -512 -512 256 6 4.500000 ) ( -512 64 256 6 2.250000 ) ( -512 639.999939 256 6 0 ) )
( ( 0 -512 256 8 4.500000 ) ( 0 64 256 8 2.250000 ) ( 0 639.999939 256 8 0 ) )
( ( 512 -512 256 10 4.500000 ) ( 512 64 256 10 2.250000 ) ( 512 639.999939 256 10 0 ) )
( ( 512 -512 768 12 4.500000 ) ( 512 64 768 12 2.250000 ) ( 512 639.999939 768 12 0 ) )
( ( 512 -512 1280 14 4.500000 ) ( 512 64 1280 14 2.250000 ) ( 512 639.999939 1280 14 0 ) )
( ( 0 -512 1280 16 4.500000 ) ( 0 64 1280 16 2.250000 ) ( 0 639.999939 1280 16 0 ) )
)
}
}
// brush 8
{
patchDef2
{
common/caulk
( 9 3 0 0 0 )
(
( ( 0 640 1280 0 -2.500000 ) ( 0 1024 1280 0 -3.750000 ) ( 0 1024 768 0 -4 ) )
( ( -512 640 1280 -2 -2.500000 ) ( -512 1024 1280 -2 -3.750000 ) ( 0 1024 768 0 -4 ) )
( ( -512 640 768 -2 -2.500000 ) ( -512 1024 768 -2 -3.750000 ) ( 0 1024 768 0 -4 ) )
( ( -512 640 256 -2 -2.500000 ) ( -512 1024 256 -2 -3.750000 ) ( 0 1024 768 0 -4 ) )
( ( 0 640 256 0 -2.500000 ) ( 0 1024 256 0 -3.750000 ) ( 0 1024 768 0 -4 ) )
( ( 512 640 256 2 -2.500000 ) ( 512 1024 256 2 -3.750000 ) ( 0 1024 768 0 -4 ) )
( ( 512 640 768 2 -2.500000 ) ( 512 1024 768 2 -3.750000 ) ( 0 1024 768 0 -4 ) )
( ( 512 640 1280 2 -2.500000 ) ( 512 1024 1280 2 -3.750000 ) ( 0 1024 768 0 -4 ) )
( ( 0 640 1280 0 -2.500000 ) ( 0 1024 1280 0 -3.750000 ) ( 0 1024 768 0 -4 ) )
)
}
}
// brush 9
{
patchDef2
{
common/caulk
( 9 3 0 0 0 )
(
( ( 0 -512 1280 0 2 ) ( 0 -896 1280 0 3.250000 ) ( 0 -896 768 0 3.500000 ) )
( ( 512 -512 1280 2 2 ) ( 512 -896 1280 2 3.250000 ) ( 0 -896 768 0 3.500000 ) )
( ( 512 -512 768 2 2 ) ( 512 -896 768 2 3.250000 ) ( 0 -896 768 0 3.500000 ) )
( ( 512 -512 256 2 2 ) ( 512 -896 256 2 3.250000 ) ( 0 -896 768 0 3.500000 ) )
( ( 0 -512 256 0 2 ) ( 0 -896 256 0 3.250000 ) ( 0 -896 768 0 3.500000 ) )
( ( -512 -512 256 -2 2 ) ( -512 -896 256 -2 3.250000 ) ( 0 -896 768 0 3.500000 ) )
( ( -512 -512 768 -2 2 ) ( -512 -896 768 -2 3.250000 ) ( 0 -896 768 0 3.500000 ) )
( ( -512 -512 1280 -2 2 ) ( -512 -896 1280 -2 3.250000 ) ( 0 -896 768 0 3.500000 ) )
( ( 0 -512 1280 0 2 ) ( 0 -896 1280 0 3.250000 ) ( 0 -896 768 0 3.500000 ) )
)
}
}
}
// entity 1
{
"classname" "team_CTF_bluespawn"
"origin" "-32 -32 728"
}
// entity 2
{
"classname" "info_player_deathmatch"
"origin" "40 -32 736"
}
// entity 3
{
"classname" "team_WOLF_objective"
"origin" "-24 40 744"
}


(==Troy==) #16

I got the patch working already… doesnt seems to be better than just a box… lol… I still want to try the tcmod in the skybox + shader… Thats the best solution… Just need to read moreo on that … pff… already tired. :lol: :slight_smile:


(murka) #17

Nice!!!(Borat style)


(nedd3h) #18

awesome!

this will definitely get a spot on my server :slight_smile:


(==Troy==) #19

Nice to hear, thank you :slight_smile:


(Loffy) #20

Map looks nice and I think it is a cool idea to remake this classic UT map. I know I will try it for sure. Keep up the good work!
//Loffy