Maps for Capture the Flag mega-topic

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Re: Maps for Capture the Flag mega-topic

by ANAND » Sun Apr 22, 2018 14:50

OrangeSoda wrote:Does this look okay so far? the lower right part of the second image is completely terraformed.


+1

Interesting map, kindles my expectations. I'd like to see a few close-ups and more screenshots in general, when the map's done.
 

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Re: Maps for Capture the Flag mega-topic

by Stix » Sun Apr 29, 2018 16:40

ANAND wrote:Another map - this time it's situated up, up and above! Yes, this is a 'sky' map, which unintentionally feels like a limited edition demo of SkyWars. Enjoy! :)

As usual, I'd like all your feed-back on this - Too few land-masses in between? Would the addition of something improve this map considerably? Is the addition of the glow-in-the-dark word-art stupid?

Screenshots:
Image
Image
Image

Swordsmen_in_the_skies.zip

i love the idea but, it kind of looks ugly (no offence) becuz the "islands" are just floaty upside-down pyramids not actual islands with neat rock formations beneath them that have a nice fanatasy feel :/ (if you want me too and i figure out how to make ctf maps i can make those islands look nice)
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Re: Maps for Capture the Flag mega-topic

by ANAND » Mon Apr 30, 2018 03:52

Stix wrote:i love the idea but, it kind of looks ugly (no offence) becuz the "islands" are just floaty upside-down pyramids not actual islands with neat rock formations beneath them that have a nice fanatasy feel :/ (if you want me too and i figure out how to make ctf maps i can make those islands look nice)


Stix, thanks for the feed-back. You are free to modify it however you deem fit. You can then re-submit the map here itself.
 

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Re: Maps for Capture the Flag mega-topic

by OrangeSoda » Wed May 02, 2018 00:10

Brian Gaucher wrote:So I finished my map, Yay!!!

Unless you have some recommendations. I'm moving on to some other projects now.
Does anyone have some image hosting service to recommend?


The screenshots are broken for me.
 

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Re: Maps for Capture the Flag mega-topic

by xerox123 » Sat May 12, 2018 21:29

Hey all!

Made a new map, inspired by SkyWars. Consists of lots of small islands and some trees, build across the map to reach the enemy!
ANAND helped me out a lot with the barriers and stuff, thank you!

Image

Download the map here: http://0x0.st/sjn_.zip
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Re: Maps for Capture the Flag mega-topic

by ANAND » Sun May 13, 2018 06:41

xerox123 wrote:Hey all!

Made a new map, inspired by SkyWars. Consists of lots of small islands and some trees, build across the map to reach the enemy!
ANAND helped me out a lot with the barriers and stuff, thank you!

Download the map here: http://0x0.st/sjn_.zip


Queued to the list of maps to be reviewed! This will be a very interesting map to play on.

I submitted a similar map but lacked the time and patience, and ended up with a dull, boring, monotonous map with inverted pyramids; but I sure did learn a lot about WE while working with that map though, there's that.

For those wondering about the inclusion of a lava lake: While the lava doesn't fit with the green floating islands theme, that's the only way to bring back the fallen players to their base. The lake's 6 nodes deep, meaning that it's near impossible to build quick 1x1 towers from the lake bed.
 

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Re: Maps for Capture the Flag mega-topic

by xerox123 » Sun May 27, 2018 19:01

UPDATE TO FLOATING ISLES

This update adds newly designed team bases by SG as well as a guard tower on each side of the map, also built by SG. See the images below!

+ Full view of the map

+ SG's Guard Tower

+ SG's Base Design

+ 2D Map

IMPORTANT NOTE: The base islands depend on ind_dirt and ind_dirt_with_grass, both of which are not yet implemented into ruben's master branch. see the status of the pull request https://github.com/rubenwardy/capturetheflag/pull/164. In the meantime, see my fork for the two nodes.
Attachments
floating_isles.tar.gz
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Re: Maps for Capture the Flag mega-topic

by ANAND » Mon May 28, 2018 02:19

xerox123 wrote:This update adds newly designed team bases by SG as well as a guard tower on each side of the map, also built by SG.


Magnifique! :D

Let me know when the map's ready for a review - this should be one of the first maps to be added...
 

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Re: Maps for Capture the Flag mega-topic

by xerox123 » Fri Jun 01, 2018 16:13

ANAND wrote:Let me know when the map's ready for a review - this should be one of the first maps to be added...


As soon as ruben merges my PR
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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by Me Me and Me » Fri Jun 22, 2018 20:48

I made a new CTF map called Desert Spikes. It contains high peaks, an ocean, and a large cavern system which extends from one side of the map to the other.
On CTF I am "WHYjustbecause".

Image

spikes_92.conf:
Code: Select all
r = 75
name = Desert Spikes
h = 90
rotation = x
author = WHYjustbecause

You will need the .conf and the .mts for playing it.
EDIT: resubmitted. again.
Attachments
spikes_92.mts
(311.68 KiB) Downloaded 41 times
spikes1.png
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Last edited by Me Me and Me on Sat Jun 23, 2018 18:35, edited 3 times in total.
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Re: Maps for Capture the Flag mega-topic

by Waterbug » Sun Jun 24, 2018 03:18

Yay! Plains of the Past map is back! Haven't seen this map in over 28 months! Thanks for putting it back up, rubenwardy. ( :
 

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Re: Maps for Capture the Flag mega-topic

by PanzerBandit » Tue Aug 07, 2018 11:32

xerox123 wrote:Hey all!

Made a new map, inspired by SkyWars. Consists of lots of small islands and some trees, build across the map to reach the enemy!
ANAND helped me out a lot with the barriers and stuff, thank you!

Image

Download the map here: http://0x0.st/sjn_.zip

Please I want to play this map on CTF. it's great!
 

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Re: Maps for Capture the Flag mega-topic

by Brian Gaucher » Thu Sep 27, 2018 00:33

I'm thinking of making another CTF map. Probably to be called Battleship.

It will consist of a rather large ocean, with pretty deep water, and just a few sand nodes at the bottom. It will be 1400~ boat theme

[list=Proposed ideas]
Each team will have a large Ship, which contains the flag.
A number of mid-sized ships.
Some small "rowboats" to fill up empty space.
A few islands for trees and ores.
Shipwrecks.
[/list]

I'd like to receive input on these propositions. I'm very open to ideas, I've only started prototyping ship sizes and shapes. If you want to help me build it search "camasia", "shipwreck", "ocean", "ctf", and "map" in the servers whenever you go online. I might just happen to be hosting a server.

Also, if you can make schematics, I might be able to give World-Edit access to trusted people.

Ruben Wardy: Can I use stairs?
 

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Re: Maps for Capture the Flag mega-topic

by ANAND » Thu Sep 27, 2018 13:08

Brian Gaucher: Sounds good. But do make sure that the resulting schematic isn't taller than 140 nodes and does not exceed a radius of 110 nodes. And yes, all the stairs and slabs from MTG's `stairs` mod can be used.
 

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Re: Maps for Capture the Flag mega-topic

by Brian Gaucher » Sun Sep 30, 2018 01:24

For the schematic restrictions. I don't think 140 nodes tall is a problem, since if the water is 20 nodes, and ships were 30 nodes tall, the world will barely be 50 nodes, maybe 60 if the ships are tall.

Out of curiosity. But why the 110 node radius? Is this for performance reasons? Or to prevent making worlds too large? I might use a rather large world since the ships should have water between them. And the ocean is supposed to be wide. This ocean map will likely encourage an invasion approach to playing. Capturing boats and shooting players who are swimming. Trying to advance to the enemy flagship. While keeping many boats so they can catch the person who stole the flag.

When I read your post I was thinking 110 node diameter. 110 node radius should be fine.

Also, using stairs for the ships could make them look better, but stairs cannot be used for crafting. Should I then not use stairs, or use them sparingly ? (such as for places they greatly improve aesthetics, but not for 90% of the hull).

I think an ocean/ naval battle map would encourage interesting strategies.
 

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Re: Maps for Capture the Flag mega-topic

by ANAND » Sun Sep 30, 2018 05:35

Yes the 110 nodes is for performance reasons, but as you observed, it is more than sufficient for all sorts of maps.

I think the crafting mod should have a stairs -> cobbles and slabs -> cobbles recipes. It's completely up to you to decide about how much stairs there should be.

Looking forward to an interesting map!
 

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Re: Maps for Capture the Flag mega-topic

by Minetest Sam » Sun Oct 28, 2018 18:17

Here is the hopefully fixed version of Desert Spikes by WHYjustbecause

EDIT:- Fixed all the reported things
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Last edited by Minetest Sam on Wed Oct 31, 2018 10:40, edited 1 time in total.
 

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Re: Maps for Capture the Flag mega-topic

by Brian Gaucher » Tue Oct 30, 2018 00:20

I believe I've fixed the issue with the .conf for my previous map "Monolithic mountain" https://forum.minetest.net/viewtopic.php?f=12&t=19729#p315772

Could one of the important people check it out and see if it works correctly?
The flags should be placed on a flat spot, with next to no protection. (let the players build that fort)

And should I remove the panes for the glass panes, solid glass or no glass should work in replacing it.
 

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Re: Maps for Capture the Flag mega-topic

by ANAND » Tue Oct 30, 2018 09:09

Review of "Monolithic Mountain"



  • Large region at the bottom of the map missing a floor.
  • Glass panes, and mese post lights aren't supported in CTF. Needs to be removed. Note that wool might be supported in the near future.
  • .conf: Err.... there are two red teams? ;) Also, there shouldn't be any spaces between the x, y, and z coords.
    e.g. team.1.pos = 38,56,15

    Code: Select all
    team.1 = red
    team.1.color = red
    team.1.pos = 38, 56, 15
    team.2 = red
    team.2.color = red
    team.2.pos = 51, 55, 82

Otherwise, the map is good to be deployed (possibly for further gameplay-related testing).
Last edited by ANAND on Tue Oct 30, 2018 10:26, edited 4 times in total.
 

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Re: Maps for Capture the Flag mega-topic

by ANAND » Tue Oct 30, 2018 09:39

[Outdated] Review of Desert Spikes



  • .conf looks good.
  • The flags should directly be placed on the ground, no need to have separate cobblestone bases protruding from the ground.
  • There's a lot of grass on the surface along the middle barrier. Since grass is replaced by air in CTF, the resulting barrier will have holes and would end up looking ugly. Manually replace all the grass in the middle by ctf_map:ind_glass_red. WE would be of help here.
  • Gaping holes in the bottom. Sealing them up is necessary, and ctf_map:ind_glass could be used for that purpose. WE would help here too.
Last edited by ANAND on Sat Nov 10, 2018 06:20, edited 1 time in total.
 

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Re: Maps for Capture the Flag mega-topic

by OrangeSoda » Tue Oct 30, 2018 18:15

Brian Gaucher wrote:I believe I've fixed the issue with the .conf for my previous map "Monolithic mountain" https://forum.minetest.net/viewtopic.php?f=12&t=19729#p315772

Could one of the important people check it out and see if it works correctly?
The flags should be placed on a flat spot, with next to no protection. (let the players build that fort)

And should I remove the panes for the glass panes, solid glass or no glass should work in replacing it.

I think it should be noted that you have made quite a lot of strange design choices in the map, stuff that just doesn't really feel natural in a battlefield, like the hot air balloon, and both of the staircases. I suggest maybe heavily redesigning or just completely removing those. Also the little towers look a bit unappealing, I suggest redesigning them to look more like the towers in Xerox's post above.
 

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Re: Maps for Capture the Flag mega-topic

by Brian Gaucher » Fri Nov 02, 2018 14:01

Thank you very much for the reviews

I will go through my map and remove the accidental mese lamps, and the glass panes (these don't make much sense for survival). I'll replace staircases with ladders, and make both towers exactly the same (one was slightly larger).

For the towers, I'll also try to remove stairs and slabs to use blocks where applicable, blocks are much more useful in the game.
 

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