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Re: Maps for Capture the Flag mega-topic

Posted: Fri Nov 09, 2018 16:38
by Minetest Sam
Hopefully fixed version of Desert Spikes (3)

Re: Maps for Capture the Flag mega-topic

Posted: Sat Nov 10, 2018 06:40
by ANAND

Re-review of Desert Spikes

All the requested changes have been attended to, and I approve of this map being added to CTF. Big thanks to MinetestSam for fixing it up.

Re: Maps for Capture the Flag mega-topic

Posted: Sat Nov 10, 2018 21:48
by Gael de Sailly
I approve it too, and did some fixes on the schematic and the conf file. It should be ready for merging, now.

Re: Maps for Capture the Flag mega-topic

Posted: Sun Nov 11, 2018 00:46
by Stix
Hope this isn't offtopic but maybe the IceAge map should be replaced with a more unique snowy map, as there is almost no ore to mine to make swords and gameplay end up being boring with just some repeating glacier plains and a mole-hill in between; a lot of players complain about this map (no offense to the author).

Re: Maps for Capture the Flag mega-topic

Posted: Mon Nov 12, 2018 16:21
by Coder12
Stix wrote:Hope this isn't offtopic but maybe the IceAge map should be replaced with a more unique snowy map, as there is almost no ore to mine to make swords and gameplay end up being boring with just some repeating glacier plains and a mole-hill in between; a lot of players complain about this map (no offense to the author).
I have to agree with Stix the IceAge map needs more content or just replaced altogether.

Re: Maps for Capture the Flag mega-topic

Posted: Mon Nov 12, 2018 16:22
by rubenwardy
All maps on CTF are now public and contained in this repo: https://github.com/MT-CTF/maps
Issues relating to maps should be filed there

Re: Maps for Capture the Flag mega-topic

Posted: Wed Nov 14, 2018 14:43
by rubenwardy
Minetest Sam wrote:Hopefully fixed version of Desert Spikes (3)
Added https://github.com/MT-CTF/maps/commit/8 ... aa37892ae5

Re: Maps for Capture the Flag mega-topic

Posted: Wed Nov 14, 2018 23:32
by Mayonaise
rubenwardy wrote:
Minetest Sam wrote:Hopefully fixed version of Desert Spikes (3)
Added https://github.com/MT-CTF/maps/commit/8 ... aa37892ae5

I love it. Thanks for this new map!!

Re: Maps for Capture the Flag mega-topic

Posted: Sat Nov 17, 2018 04:09
by gimp
I made a new map it's called abandoned isles, I added some ores on all the islands, and there are a few structures on some of the islands, all the islands are manually made and the tools you spawn with are: stone sword, stone pick, and three torches

Here are some screenshots:

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Re: Maps for Capture the Flag mega-topic

Posted: Sat Nov 17, 2018 15:16
by Raider4
Maybe make the square look more natural? Add like small caves on the sides, break around the edges, get rid of the water and add a layer of lava at the bottom.

Re: Maps for Capture the Flag mega-topic

Posted: Sat Nov 17, 2018 16:57
by PanzerBandit
rubenwardy wrote:
Minetest Sam wrote:Hopefully fixed version of Desert Spikes (3)
Added https://github.com/MT-CTF/maps/commit/8 ... aa37892ae5

Great map! :)

Re: Maps for Capture the Flag mega-topic

Posted: Sat Nov 17, 2018 17:25
by cautiouspotato
Raider4 wrote:Maybe make the square look more natural? Add like small caves on the sides, break around the edges, get rid of the water and add a layer of lava at the bottom.
Lava = laggggg

and why do you want to remove the water, i think its nice to have

Re: Maps for Capture the Flag mega-topic

Posted: Sat Dec 01, 2018 11:59
by Raider4
cautiouspotato wrote:
Raider4 wrote:Maybe make the square look more natural? Add like small caves on the sides, break around the edges, get rid of the water and add a layer of lava at the bottom.
Lava = laggggg

and why do you want to remove the water, i think its nice to have
Only flowing lava causes lag, and the water gives the person access to the surface below and would ruin the lava

Re: Maps for Capture the Flag mega-topic

Posted: Wed Dec 05, 2018 11:06
by cautiouspotato
ah so lava wont rek the fps, but if you fall you wont survive and the water blocks are like one block per source so you can just put a block on em right at the beginning of the match, the water is for that sick aesthetic.

Re: Maps for Capture the Flag mega-topic

Posted: Sun Jan 13, 2019 17:17
by ANAND

Update!

  • Map makers now have a huge set of indestructible nodes (from default, stairs, and wool) at their disposal, and can use them in place of the normal breakable nodes wherever they deem it fit.
  • Indestructible nodes can be dug using the admin pickaxe, that's automatically provided to the map maker if there isn't one in their inventory.

Re: Maps for Capture the Flag mega-topic

Posted: Mon Jan 14, 2019 20:10
by -sniper-
Hello
I made a map. it's called Plain battle, I made 2 walls around both bases and 2 bases in the middle. You spawn with stone sword, wooden pick and 5 torches. I tested it in CTF game and made some screenshots:
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name = Plain battle
rotation = z
r = 110
h = 140
team.2 = blue
team.2.color = blue
team.2.pos = (6,1,-103)
team.1 = red
team.1.color = red
team.1.pos = (6,1,103)
author = -sniper-
initial_stuff = default:pick_wood, default:sword_stone, default:torch 5
plain_battle.zip
(384.12 KiB) Downloaded 66 times
Add this map in ctf server if you think it is good. :)
I'll make some different maps in the near future

Sometimes beeing admin is really funny. :)
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lol

Re: Maps for Capture the Flag mega-topic

Posted: Mon Jan 14, 2019 20:23
by -sniper-
Minetest-server CTF forum page 13(viewtopic.php?f=10&t=13157&start=300):
Gael de Sailly wrote:
ANAND wrote:General question - how do I load and 'play' in the submitted maps?
  1. Create a world using "singlenode" mapgen. Enable worldedit.
  2. Go in the world directory, create a directory named "schems", and place the mts file inside.
  3. Start the game, enable fly (there is no ground in singlenode mapgen)
  4. Do "//1" to set the position where you will generate the map
  5. Do "//mtschemplace yourschematic" (where yourschematic is the name of the mts file without ".mts")
I did this and made some changes on my map. Then I uded command "//mtschemcreate <file name>" to save changed map (to .mts).
Is this OK?
Any better way to edit maps when they are already exported to .mts file?

Re: Maps for Capture the Flag mega-topic

Posted: Mon Jan 14, 2019 20:41
by Stix
The terrain looks too flat to me, imo the most interesting fights happen on maps with varied terrain (like the Desert spikes map that people for some reason hate on). Its also nice to have some trees and small structures at mid for some cover to make ambushing easier and keeping things interesting.

*EDIT: When i have the time i'm planning on making a sky-island map with cranes and warehouses on them, and caves in the stone formations that make up the actual islands that everything is built on. It'd be nice to have parachutes which are restricted to the starter kit of sky-island maps for that though...

Re: Maps for Capture the Flag mega-topic

Posted: Tue Jan 15, 2019 04:00
by ANAND
-sniper-, perfectly flats maps are fine, but only when there's enough cover (like trees, or other artificial structures) distributed throughout. Otherwise, players could even spawnkill using guns from the comfort of their own base.
Any better way to edit maps when they are already exported to .mts file?
Unfortunately, there no other way to edit existing schems at the moment, but it should be possible in the near future.

There are a lot of missing keys in the .conf file. Are you using the latest version of the `ctf_map` mod? There have been a number of major updates to it in the recent weeks.

Re: Maps for Capture the Flag mega-topic

Posted: Tue Jan 15, 2019 13:02
by -sniper-
Thanks for your feedback :)

As i said, I'll make some different maps in the future.
ANAND wrote: There are a lot of missing keys in the .conf file. Are you using the latest version of the `ctf_map` mod? There have been a number of major updates to it in the recent weeks.
I forgot to copy some keys :). I edited my post.
I have just updated ctf_map mod. Thanks

Re: Maps for Capture the Flag mega-topic

Posted: Tue Jan 15, 2019 13:49
by ANAND
-sniper- wrote:I forgot to copy some keys :). I edited my post.
I have just updated ctf_map mod. Thanks
Ok cool. All the keys are present now. Just make sure to remove the spaces after the commas in the initiat_stuff line, so that it looks like so:

Code: Select all

initial_stuff = default:pick_wood,default:sword_stone,default:torch 5
EDIT: Here's the PR - https://github.com/MT-CTF/maps/pull/10

Re: Maps for Capture the Flag mega-topic

Posted: Tue Jan 15, 2019 14:22
by -sniper-
Hello
I made new map. it's called River valley. It has some hills, valleys and some rivers. There is a big island with no trees in the middle. You spawn with stone sword, wooden pick and 3 torches. I tested map in CTF game and made some screenshots:
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name = River valley
r = 115
rotation = z
h = 140
team.1 = red
team.1.color = red
team.1.pos = (19,19,81)
team.2 = blue
team.2.color = blue
team.2.pos = (-1,11,-103)
author = -sniper-
initial_stuff = default:pick_wood,default:sword_stone,default:torch 3
river_valley.zip
(489 KiB) Downloaded 49 times

Re: Maps for Capture the Flag mega-topic

Posted: Tue Jan 15, 2019 16:37
by Stix
-sniper- wrote:Hello
I made new map. it's called River valley. It has some hills, valleys and some rivers. There is a big island with no trees in the middle. You spawn with stone sword, wooden pick and 3 torches. I tested map in CTF game and made some screenshots:
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Code: Select all

name = River valley
r = 115
rotation = z
h = 140
team.1 = red
team.1.color = red
team.1.pos = (19,19,81)
team.2 = blue
team.2.color = blue
team.2.pos = (-1,11,-103)
author = -sniper-
initial_stuff = default:pick_wood,default:sword_stone,default:torch 3
river_valley.zip
Wow this map is amazing! One issue though: could you please change the starter items so there a stone pick instead of a crappy wood one?

Pro-tip: A steel pickaxe is a more effective weapon than a stone sword.

Re: Maps for Capture the Flag mega-topic

Posted: Wed Jan 16, 2019 00:48
by Brian Gaucher
ANAND wrote:
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.
From this comment, I'm assuming a void wouldn't kill them (unless the mod were changed), and lav would kill them, but requires lots of rendering (unless we made a special lava liquid with a single colour and removed animations). Would it be possible though to have a floor and fall damage kill the player? Or would network lag and unloaded mapblocks prevent the player from dying? I wonder if having an instant-kill node could be added to the node, this wouldn't much performance issues AFAIK.

Re: Maps for Capture the Flag mega-topic

Posted: Wed Jan 16, 2019 03:58
by ANAND
I'm assuming a void wouldn't kill them
It isn't really void on the bottom - the map will be enclosed by barriers on all sides, and players would fall on the barrier node. But if they don't die for some reason, it's impossible to get back up unless they commit suicide by /killme. Hence the addition of lava. But if you're not too happy with lava, you could just allow players to climb back up by providing ladders, stairs, etc.