Maps for Capture the Flag mega-topic

Minetest Sam
Member
 
Posts: 95
Joined: Sat Nov 14, 2015 09:26

Re: Maps for Capture the Flag mega-topic

by Minetest Sam » Fri Nov 09, 2018 16:38

Hopefully fixed version of Desert Spikes (3)
Attachments
Desert Spikes.zip
(256.23 KiB) Downloaded 21 times
 

User avatar
ANAND
Member
 
Posts: 318
Joined: Sun Jan 28, 2018 12:54
Location: India
GitHub: ClobberXD
IRC: ANAND ClobberXD
In-game: ANAND ClobberXD [A-Za-z0-9-_]Tomato

Re: Maps for Capture the Flag mega-topic

by ANAND » Sat Nov 10, 2018 06:40

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.
 

User avatar
Gael de Sailly
Member
 
Posts: 727
Joined: Sun Jan 26, 2014 17:01
Location: Lyon, France
GitHub: Gael-de-Sailly
IRC: Gael-de-Sailly
In-game: Gael-de-Sailly Ginkgoo

Re: Maps for Capture the Flag mega-topic

by Gael de Sailly » Sat Nov 10, 2018 21:48

I approve it too, and did some fixes on the schematic and the conf file. It should be ready for merging, now.
Attachments
desert_spikes.zip
(213.6 KiB) Downloaded 10 times
Just realize how bored we would be if the world was perfect.
 

User avatar
Stix
Member
 
Posts: 1368
Joined: Fri Aug 04, 2017 14:19
Location: USA
IRC: nil
In-game: Stix [+alts]

Re: Maps for Capture the Flag mega-topic

by Stix » Sun Nov 11, 2018 00:46

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).
Hey, what can i say? I'm the bad guy.
Next release of your favorite game? "Bugfixes" --Wuzzy
[OLD]The new Minetest-offtopic can be found here: https://minetestoftopic.createaforum.com/index.php
 

Coder12
Member
 
Posts: 142
Joined: Sat Sep 30, 2017 00:15
Location: CTF server
GitHub: Coder12a
IRC: Coder12
In-game: Bob12

Re: Maps for Capture the Flag mega-topic

by Coder12 » Mon Nov 12, 2018 16:21

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.
 

User avatar
rubenwardy
Moderator
 
Posts: 5759
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

Re: Maps for Capture the Flag mega-topic

by rubenwardy » Mon Nov 12, 2018 16:22

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
 

User avatar
rubenwardy
Moderator
 
Posts: 5759
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy
 

Mayonaise
New member
 
Posts: 2
Joined: Thu Jun 21, 2018 16:25

Re: Maps for Capture the Flag mega-topic

by Mayonaise » Wed Nov 14, 2018 23:32

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!!
 

User avatar
gimp
Member
 
Posts: 41
Joined: Wed Jun 21, 2017 06:33
Location: Somewhere on mars
GitHub: mrowlbio
IRC: Sasuke_Uchiha
In-game: Sasuke_Uchiha

Re: Maps for Capture the Flag mega-topic

by gimp » Sat Nov 17, 2018 04:09

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:

Image
Image
Image
Attachments
screenshot_20181117_092819.png
(530.08 KiB) Not downloaded yet
screenshot_20181117_085742.png
(237.44 KiB) Not downloaded yet
screenshot_20181117_085649.png
(243.53 KiB) Not downloaded yet
You are already in my genjutsu
 

Raider4
Member
 
Posts: 19
Joined: Sat May 31, 2014 11:53
Location: UK, Birmingham
IRC: Raider4
In-game: Raider4

Re: Maps for Capture the Flag mega-topic

by Raider4 » Sat Nov 17, 2018 15:16

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.
 

User avatar
PanzerBandit
Member
 
Posts: 23
Joined: Tue Aug 07, 2018 11:29
In-game: PanzerBandit

Re: Maps for Capture the Flag mega-topic

by PanzerBandit » Sat Nov 17, 2018 16:57

rubenwardy wrote:
Minetest Sam wrote:Hopefully fixed version of Desert Spikes (3)


Added https://github.com/MT-CTF/maps/commit/8 ... aa37892ae5



Great map! :)
 

User avatar
cautiouspotato
Member
 
Posts: 47
Joined: Fri Feb 23, 2018 06:19
Location: In the shadows
GitHub: afshaan4
IRC: cautiouspotato
In-game: caoutiouspotato

Re: Maps for Capture the Flag mega-topic

by cautiouspotato » Sat Nov 17, 2018 17:25

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
Somebody toucha my spaghet | My gitlab: https://gitlab.com/cautiouspotato
 

Raider4
Member
 
Posts: 19
Joined: Sat May 31, 2014 11:53
Location: UK, Birmingham
IRC: Raider4
In-game: Raider4

Re: Maps for Capture the Flag mega-topic

by Raider4 » Sat Dec 01, 2018 11:59

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
 

User avatar
cautiouspotato
Member
 
Posts: 47
Joined: Fri Feb 23, 2018 06:19
Location: In the shadows
GitHub: afshaan4
IRC: cautiouspotato
In-game: caoutiouspotato

Re: Maps for Capture the Flag mega-topic

by cautiouspotato » Wed Dec 05, 2018 11:06

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.
Somebody toucha my spaghet | My gitlab: https://gitlab.com/cautiouspotato
 

User avatar
ANAND
Member
 
Posts: 318
Joined: Sun Jan 28, 2018 12:54
Location: India
GitHub: ClobberXD
IRC: ANAND ClobberXD
In-game: ANAND ClobberXD [A-Za-z0-9-_]Tomato

Re: Maps for Capture the Flag mega-topic

by ANAND » Sun Jan 13, 2019 17:17

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.
 

User avatar
-sniper-
Member
 
Posts: 40
Joined: Mon Jan 14, 2019 16:13
Location: Europe
GitHub: JostP
IRC: sniper-
In-game: -sniper-

Re: Maps for Capture the Flag mega-topic

by -sniper- » Mon Jan 14, 2019 20:10

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:
+ Screenshots

+ plain_battle.conf:

plain_battle.zip
(384.12 KiB) Downloaded 11 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. :)
+ Screenshots
Last edited by -sniper- on Sat Feb 02, 2019 09:00, edited 2 times in total.
 

User avatar
-sniper-
Member
 
Posts: 40
Joined: Mon Jan 14, 2019 16:13
Location: Europe
GitHub: JostP
IRC: sniper-
In-game: -sniper-

Re: Maps for Capture the Flag mega-topic

by -sniper- » Mon Jan 14, 2019 20:23

Minetest-server CTF forum page 13(https://forum.minetest.net/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?
 

User avatar
Stix
Member
 
Posts: 1368
Joined: Fri Aug 04, 2017 14:19
Location: USA
IRC: nil
In-game: Stix [+alts]

Re: Maps for Capture the Flag mega-topic

by Stix » Mon Jan 14, 2019 20:41

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...
Hey, what can i say? I'm the bad guy.
Next release of your favorite game? "Bugfixes" --Wuzzy
[OLD]The new Minetest-offtopic can be found here: https://minetestoftopic.createaforum.com/index.php
 

User avatar
ANAND
Member
 
Posts: 318
Joined: Sun Jan 28, 2018 12:54
Location: India
GitHub: ClobberXD
IRC: ANAND ClobberXD
In-game: ANAND ClobberXD [A-Za-z0-9-_]Tomato

Re: Maps for Capture the Flag mega-topic

by ANAND » Tue Jan 15, 2019 04:00

-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.
 

User avatar
-sniper-
Member
 
Posts: 40
Joined: Mon Jan 14, 2019 16:13
Location: Europe
GitHub: JostP
IRC: sniper-
In-game: -sniper-

Re: Maps for Capture the Flag mega-topic

by -sniper- » Tue Jan 15, 2019 13:02

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
 

User avatar
ANAND
Member
 
Posts: 318
Joined: Sun Jan 28, 2018 12:54
Location: India
GitHub: ClobberXD
IRC: ANAND ClobberXD
In-game: ANAND ClobberXD [A-Za-z0-9-_]Tomato

Re: Maps for Capture the Flag mega-topic

by ANAND » Tue Jan 15, 2019 13:49

-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
Last edited by ANAND on Tue Jan 15, 2019 14:22, edited 1 time in total.
 

User avatar
-sniper-
Member
 
Posts: 40
Joined: Mon Jan 14, 2019 16:13
Location: Europe
GitHub: JostP
IRC: sniper-
In-game: -sniper-

Re: Maps for Capture the Flag mega-topic

by -sniper- » Tue Jan 15, 2019 14:22

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:
+ Screenshots

+ river_valley.conf

river_valley.zip
(489 KiB) Downloaded 9 times
 

User avatar
Stix
Member
 
Posts: 1368
Joined: Fri Aug 04, 2017 14:19
Location: USA
IRC: nil
In-game: Stix [+alts]

Re: Maps for Capture the Flag mega-topic

by Stix » Tue Jan 15, 2019 16:37

-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:
+ Screenshots

+ river_valley.conf

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.
Hey, what can i say? I'm the bad guy.
Next release of your favorite game? "Bugfixes" --Wuzzy
[OLD]The new Minetest-offtopic can be found here: https://minetestoftopic.createaforum.com/index.php
 

Brian Gaucher
Member
 
Posts: 72
Joined: Wed Jan 10, 2018 01:56
GitHub: BrianGaucher
In-game: Camasia

Re: Maps for Capture the Flag mega-topic

by Brian Gaucher » Wed Jan 16, 2019 00:48

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.
Current projects: Making a CTF map, Learning C++, Learning Programmer's Dvorak
 

User avatar
ANAND
Member
 
Posts: 318
Joined: Sun Jan 28, 2018 12:54
Location: India
GitHub: ClobberXD
IRC: ANAND ClobberXD
In-game: ANAND ClobberXD [A-Za-z0-9-_]Tomato

Re: Maps for Capture the Flag mega-topic

by ANAND » Wed Jan 16, 2019 03:58

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.
 

PreviousNext

Return to Maps



Who is online

Users browsing this forum: No registered users and 1 guest