ctf_dropdead8

Credits

Submitter
  • P1: Beggar
    Points: 337
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    Account Age: 4 years
SpinningFrog (Creator/Co-creator)
Key Authors
SpinningFrog

Rating

8.05/10
Based off 5 rating(s)

Additional Info

Development State
Beta
Version
8
Maximum Players
32

Stats

Post Count
15
ViewCount
2,439
Downloads
320
Date Added
4 years ago
Date Modified
3 years ago

Capture the enemies intel, watch out for the holes in the floor.

<[Updated to ctf_dropdeadfred8]> August 30 2008 --- fixed many of the tearing textures on the planks/beams. ---

<[Updated to ctfdropdeadfredbv8]> August 23 2008 --- Took out the center capture point, you now only have to take the intel back to your base. Added some more lights to the bases, made things a little brighter. took out the annoying "dust cloud" at the bottom of the pit. Also made it so that elevators kill you if you stand under them when they come back down. still working on removing the messed up textures on some of the beams. ---

<[Updated to ctfdropdeadfredbv7]> June 21 2008

--- Made the sniping areas where the elevators in all the corners go up and down destructible, fixed the elevators so that they use buttons, added signs so that people know where to go. Also added a few more minor details in the spawn rooms, added more light in the dark places. Made some walls higher to make the skybox nicer---

[Currently working on] better lighting, better smoke/fog to make the pit seem deeper, better skybox, more minor details (lamps, barrels, etc)

Enjoy.


<[Updated to ctfdropdeadfredbetav5]> June 12 2008

--- Removed the floor, added bridges to direct the player along certain paths, constricts gameplay and makes it more interesting, added lighting (still in progress). Changed spawn rooms to have a straight drop instead of the slanted one, much easier. Player can chose to drop into water or take teleports. ---

[Currently working on] better lighting, fix sniper areas, add more details, adding delays to elevators, miniforts on ledges to prevent sniping all the way across.


<[Updated to dropdeadfred_v5]>

--Fixed some changes with the elevators, added side drops so you don't have to drop to your death when you take the elevator up, added a secret room(2 total). Also made it so you can get to the roof of each fort without having to take the elevator.--

[Currently working on] more details, better lighting, some more minor changes

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Comments

    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: Good looks and is fun to play with friends Cons: Too many places to fall and die Improvements: less holes and more filling

    Bananite
    • P1: Beggar
      Points: 337
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    Posted by Anonymous Pros: It's a cool idea, and it works with more players. Cons: Good idea, poorly executed. Looks AWFUL. Planks of wood interlap over each over creating a gruesome tearing effect. It is not made clear what the objective is, and having to operate half the elevators differently to the others is just confusing. The displacements are non existent, and in the tunnels that fall down the brushes are extremely misaligned. Improvements: Remove all texture errors (overlapping) add displacements. Make it look good. Simplify it.

    Thanks for the comment, I realise it has been awhile since you posted this, however I have taken the time to address some of the problems you mentioned.

    Uh wait.
  • Anonymous

    Pros: It's a cool idea, and it works with more players. Cons: Good idea, poorly executed. Looks AWFUL. Planks of wood interlap over each over creating a gruesome tearing effect. It is not made clear what the objective is, and having to operate half the elevators differently to the others is just confusing. The displacements are non existent, and in the tunnels that fall down the brushes are extremely misaligned. Improvements: Remove all texture errors (overlapping) add displacements. Make it look good. Simplify it.

    • P1: Beggar
      Points: 337
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    Posted by theLarom I think it's still too dark overall, and while the orange hue of the light makes it different from standard maps, I think it's not helping with the color of the wood and rock. Everything seems to be flattening out the color palette until there is little differentiation between colors, and only between lights and darks. The insides of the bases are way too dark in my opinion, so more light, and white at that, would be great to see. The elevators need it the most, because it took me 4~5 times running across them to see the buttons to make them move. I'm not sure if this is a result of the lighting or what, but the water you drop into from the spawns, as well as the intel briefcases, and my bullet cartridges are all purple. None of which affect gameplay, but are odd and kind jarring. Since I was running around on my own for my initial impressions, I'll recommend it to the server admins over on "Dr. Him's Laboratory" and I'll try play testing to give you feedback on that end.

    Thanks for the feedback, most of the things you mentioned are nearly fixed and I should have an updated version coming soon.

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    • P1: Beggar
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    Added to dsi outback rot for testing 85.234.155.252:27034

    Bananite
    • P1: Beggar
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    I think it's still too dark overall, and while the orange hue of the light makes it different from standard maps, I think it's not helping with the color of the wood and rock. Everything seems to be flattening out the color palette until there is little differentiation between colors, and only between lights and darks. The insides of the bases are way too dark in my opinion, so more light, and white at that, would be great to see. The elevators need it the most, because it took me 4~5 times running across them to see the buttons to make them move.

    I'm not sure if this is a result of the lighting or what, but the water you drop into from the spawns, as well as the intel briefcases, and my bullet cartridges are all purple. None of which affect gameplay, but are odd and kind jarring.

    Since I was running around on my own for my initial impressions, I'll recommend it to the server admins over on "Dr. Him's Laboratory" and I'll try play testing to give you feedback on that end.

    Bananite
    • P1: Beggar
      Points: 337
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      Account Age: 4 years
    Posted by Snipergen
    Posted by Birdypwns Pros: BEST MAP EVER Cons: none
    Im sick of those comments Its not the best map ever

    Thanks for the constructive criticism, helps a lot. I'm so glad you didn't just post something pointless about how you hate other peoples posts.

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    • P2: Drudge
      Points: 2,171
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      Account Age: 5 years
    Posted by Birdypwns Pros: BEST MAP EVER Cons: none

    Im sick of those comments Its not the best map ever

    Bananite
    • C1: Member
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      Account Age: 4 years

    DJlive: "-Work in Progress-" go into more detail bud. Please.. PLEASE do not keep this fullbright, add some lights =)

    That's what the map is in Lighting can be added later

    Bananite
    • C1: Member
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      Account Age: 4 years

    Get it Use it Nuff said

    Great map, good layout

    Bananite
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