Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsShowcase → My JKhub CTF contest entry..
My JKhub CTF contest entry..
2006-02-26, 10:53 PM #1
[http://www.frankoyer.com/pictures/jkstuff/CTF-STREET/ctfstreet03.jpg]

[http://www.frankoyer.com/pictures/jkstuff/CTF-STREET/ctfstreet04.jpg]

[http://www.frankoyer.com/pictures/jkstuff/CTF-STREET/ctfstreet05.jpg]

[http://www.frankoyer.com/pictures/jkstuff/CTF-STREET/ctfstreet06.jpg]

[http://www.frankoyer.com/pictures/jkstuff/CTF-STREET/ctfstreet07.jpg]

I wish I could get shadows off the 3do telephone poles... I also wish I could get better framerate.. but I put 50% of the blame on this ****ty graphics card.

Do you guys think it's too small or close together for a CTF map? I kept it symmetrical, but I want to change the textures on either side so it doesn't all look the same.

Oh and yes, I know most of the buildings don't have doors yet.. I'm getting there.
"Nulla tenaci invia est via"
2006-02-27, 2:39 AM #2
It looks really cool. You could use flat shadow-3dos for the telephone poles...
It should also work as a ctf map, if you don't plant the flags in the open. Maybe on top of a roof?
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-02-27, 7:17 AM #3
Yay for Symmetry City!

Great archi, as usual... but I hate most of those textures. Don't get me wrong, most of those textures are beautiful, but they just don't work for this map. The sidewalk, road, grass, and a lot of the walls are way too monochromatic and clean for an urban environment..... I'd suggest a more ghetto texture set.

I can't wait to see how this looks when you populate it with 3dos. Cars, telephone booths, signs, traffic lights, an overturned bus maybe.... oh and of course, litter!
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2006-02-27, 10:35 AM #4
This looks like one map I'd love to play on.

2006-02-27, 12:13 PM #5
The texture used at the borders of the level (the brick wall?) clashes with ALL the other textures used in the map. And there's some texture misallignments in the last shot's floor. Other than that it's nice. I think the backalleys will be well used in CTF.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2006-02-27, 12:50 PM #6
Brilliant work this.

textures are good, and I like the subtle use of the new lighting plugin.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2006-02-27, 1:59 PM #7
How do the cars get onto that circular street?
Wikissassi sucks.
2006-02-27, 2:07 PM #8
HOVER CARS! Like in Back to The Future.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2006-02-27, 2:17 PM #9
Or they are being built in one of those buildings, exclusively for this circular street section.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2006-02-27, 2:51 PM #10
I have two comments:

1) Can players force jump from the ground to the top of the buildings? If so, I see this as being pretty lame, because full stars in speed and jump can enable you to steal their flag, and FSpeed/FJump your way right back to yours almost instantaniously.

2) The grass in the level looks very fake, almost just like a green concrete or something. The reason behind this is because it's perfectly flat against the other textures that it's next to. In other words, somehow make a divider between the grass and concrete, like raise the grass a little higher, or make a fence, or make the grass have a bit of terrain, or just do something to show that a little better.
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2006-02-27, 3:05 PM #11
I'm going to talk on the same level as Dark Knight did:

Give the roofs some detail. Airvents, lips, etc. Also, dumpsters, trash, garbage cans, what have you. Furthermore, the grass can easily be spiced up [There are SEVERAL sexy grass textures that detail each individual blade, and at certain sizes, looks WONDERFUL.] with some grass 3DOs. Lastly, to add to the entire effect, I'd suggest some dynamic birds, clouds, and maybe even vehicle sounds.

Also, a blocked off exit for realism sake would be wonderful.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2006-02-27, 8:22 PM #12
Appreciate the comments.

I have thought about future design and a few of the suggestions you guys have mentioned I am going to work on.. I started this level under a week ago just haven't got that far yet.

I haven't decided making this level force-friendly yet or not.. I mean it would only require me to properly flag adjoins that will not let them exit the playing area.. but that's alot of work hah. On the other hand, this level isn't very large and will already be fast paced, I think forcerun might be too much. Though this can be decided when I get cogs running and I can send some beta's out.
"Nulla tenaci invia est via"
2006-02-28, 8:41 AM #13
I love the look and design of this level. I'm not joking when I say this might just be my favorite JK CTF level, and I haven't even played it yet! :)

However, I agree with what kirbs and Dark__Knight have said, I kind of have images in my mind of a more spiced up and realistic version of Whelly's city level. But I also, appreciate that this is a work in progress, and while far from finished, is looking GREAT for less than a week's work.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2006-02-28, 5:04 PM #14
Pretty badass :D

Progress?
2006-02-28, 6:01 PM #15
I think that if you're going to keep a level symmetrical, you have to keep the texturing constant -- it has the potential to create more chaos in the heat of a battle, and could make a team take the flag to the wrong base. My only true suggestion is pinch points. I don't see enough of them in that it looks like you could basically walk from any direction and score the flag if you can just pick it up. It will kill gameplay when you have smaller teams. Put vehicles or something in the map, anything to help slow people down a bit. Another idea would be to make locked doors getting into team bases (if you haven't done that already). It would at least slow people down grabbing a flag.
Current Maps | Newest Map
2006-02-28, 6:45 PM #16
Looks nice! :D

I had better get those voices done. >.>

↑ Up to the top!