• Maps UT99
  • CTF-Combolicious-2022 Announcement / Secret Revealed

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.

ctf-combolicious-2022.rar
6MB

    snowguy any place where we can get in touch with the mapmakers to give gameplay feedback? would be cool to do so

      zcbz
      You can do that right here on the forum. In the video he invited everyone here to give feedback and suggest maps that need fixes etc. So, I'm sure he will be reading and possibly responding to requests and such.

      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 😉

        disorder yeah the problem is dying because of the multiple instances of fall damage, probably the lift can be slowed a little bit just so its not so much fall damage.

        I liked the map btw!

        Also, the server has too many maps... im not sure this will be played often

          zcbz Also, the server has too many maps... im not sure this will be played often

          Yup, that's true. Do you guys (admins) have planned to clean up the map-vote a bit ?

          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 😉

            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.

              zcbz Those boxes are actually a really good idea 😃 hell yeah, i love feedback. So please feel free to criticize constructively 😃 Do you have discord?

              • zcbz replied to this.

                ffs just jump early if you need to jump little to no damage

                So glad this vid explains the door.
                I was playing the map the other day when I killed someone next to that door and the flag passed through it.
                My teammates and I just sat there looking dumb thinking the flag was stuck and waited for it to return via timeout 😆

                I like the map. A few things, almost no one uses a secret, or they shout open the door 😅 . The map has a decent amount of lamps. It's not bad, but everything is lit up. (for some reason all new maps are very bright)

                In general, thank you for continuing support UT.

                I think the door will be easier to use if you have another player working with you like a boost buddy only he would be a door buddy lol.

                I must say I really like this map, but just for the sake of conversation, I'm wondering if it's more of a large map than a medium. It seems MASSIVE so I'm curious what was the motivation to call it medium instead of large.

                  Feels medium to me, also I like the lifts as they are, anyone with half a brain can prevent the damage.

                  UTNL It seems MASSIVE so I'm curious what was the motivation to call it medium instead of large.

                  I was torn between putting this on the large or medium column. Considering for the flag carrier that the middle route isn't a very far run, the left route can essentially be cut in half with a well timed dodge that utilizes both jumpads, the map is still decently playable at 4v4, and also talking it over with Disorder on which column to place it in we made the decision to put it on medium. I tend to agree that it might play better with 5v5 though and I may still move it to the large category at some point.

                  It's not always an easy decision on which category to place the maps without seeing them played with lots of players first.