Wow that map looks really clean and modern for ut99.
CTF-Combolicious-2022 Announcement / Secret Revealed
Yup, you said it. This map gonna be leet, for the exact reasons you mentioned : open space / clean / long distance shooting / grapple friendly ...
Really good work here ! Thank you guys for the colaboration !
Oof, looks awesome. Can't wait to try it out!
Love the map name
Well done! (I guess )
very nice looking map for combojibs, vertical heights to make the game cool! brrrrrrrrrrrring it to the server!!
some of the lifts ar too fast which means if we jump we get fall damage, perhaps slowing them down a bit would be great
zcbz some of the lifts ar too fast which means if we jump we get fall damage,
I can only say that disorder told me he made the lifts fast like that on purpose so that flag carriers could use them to get away from chasers. It sure does give a good headache if you jump on the ones with ceilings above though
Here is the map for download if anyone wanted to practice locally or put on their own servers. Sorry for the delay was too tired to upload it last night.
zcbz Hej zcbc, I made the lifts fast on purpose. Yes there is a little fall damage, I was aware of that while testing the map multiple times. But having a fast gameplay is more important then having some fall damage. Lifts are annoying as they are, especially when you are chasing an enemyflag carrrier. You do not want to wait 8 seconds for the lift to be down
So i figured, people will learn how to play it without getting fall damage Unless you are dying because of it multiple times
The layout is of the map is big, but I still wanted a reasonable captime with maximum 15 seconds from all base positions.
The only way that was possible, was to add those fast lifts and jumppads throughout the map.
So yes, it was on purpose I made them fast, keep playing the map, you will see what I mean
I can answer that, Whichever maps he removes will be someones favorite map of all time so I'm thinking no.
zcbz I have been looking at the 4 large lifts, (2 at each base) which indeed give damage as I already knew.
The lift 'movementtime' is 0.5 seconds and 'stayopentime' is 1 second and then 0.5 seconds back down. Which gives exactly 2 seconds for you to wait before you can use the teleporter.
If i change the 'movementtime' to 1 second, you will have a waiting time for 3 seconds (if you are hunting down the flagcarrier in the lift)
You will be to late, because the enemyflagcarrier can cap in the meanwhile.
1 minor change in the time of the lift, can change the gameplay drastically.
Solution 1: Stop jumping on the elevator
Solution 2: Change the time of the movement and alter the gameplay significally (yes, seconds matter in CTF )
Otherwise, there is also a neat trick in the elevator, because as you can see, I built 2 lift openings. So you can choose in which hole you want to enter within 0,5 seconds.
Let me show you one day what the purpose is of that
Liftspeed explained in the link below
i loved the map , nice disorder.
hehe i understand all the theoretical explanations but im just telling how it feels in game. Small details that work in theory but then in practice don't might end up making the map not being played. Remember, my feedback is from playing the map live with real players and having to make decisions in real time. A simple solution would be to add some small platform or ledge which people would use to damp their landing on the top.. could just be two boxes stacked.
It's feedback and feedback is a gift, do with it what you want but its a bit pointless to debate on it too long. I'm pretty sure as a player, most other players will dislike getting damaged by the lift.
ffs just jump early if you need to jump little to no damage