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XmasCTF 2013

Posted: Wed Dec 18, 2013 11:20 am
by cybershark
An epic compilation of winter-themed CTF maps - now with added Christmas cheer!

Many of these will be familiar to anyone who's played packs like Crazy CTF, Ultimate CTF or Velocity CTF. Some others are a good deal more obscure, and there's three or four brand new maps :cool:
Spoiler: Screenshots (Open)
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Also - for extra festivities - the maps have all been made 1flag compatible too. Enjoy: XmasCTF2013-final

RE: XmasCTF 2013

Posted: Wed Dec 18, 2013 12:08 pm
by Zeberpal
This definitely should be played this Christmas! Awesome sprites rework/ And textures as well. Haven't played some of these maps since zdaemon. Haven't noticed UCTF maps to be honest :o
map07 is a genius one.

RE: XmasCTF 2013

Posted: Wed Dec 18, 2013 12:41 pm
by Hypnotoad
Nice!

RE: XmasCTF 2013

Posted: Wed Dec 18, 2013 12:46 pm
by Ænima
Damn. This shoulda been this week's FNF.

RE: XmasCTF 2013

Posted: Wed Dec 18, 2013 1:13 pm
by Armour
This looks awesome.

RE: XmasCTF 2013

Posted: Wed Dec 18, 2013 2:45 pm
by gamevoin
So much yes

RE: XmasCTF 2013

Posted: Wed Dec 18, 2013 10:07 pm
by Qent
Red is missing some SSGs in MAP26.

RE: XmasCTF 2013

Posted: Fri Dec 20, 2013 1:52 am
by cybershark
Lol, Decay. Yeah... perhaps a fair point about Worst's map :razz:
Tbh I would have probably bastardised a bunch of other maps, had time allowed. But I like to think they'd have been done tastefully :wink:
Zeberpal wrote:Awesome sprites rework/ And textures as well.
Mostly taken from exising WADs. 'cept for a few Doom2 variants that UberGewei cooked up and a couple of treats I prepared.
Zeberpal wrote:Haven't noticed UCTF maps to be honest :o
Map21 was the only one from that particular pack.
Zeberpal wrote:map07 is a genius one.
Old Spacepirate map which I think was so obscure as to almost be considered unreleased.

Thanks for all the kind words fellas. For a "simple" compilation project this sure seemed to eat up a lot of hours, so it's great that it's appreciated :smile:


Anyways - thanks to the eagle eyes of Qent and Marcaek - I exorcised a whole bunch of imperfections, flaws, bugs and plain showstoppers from the pack. Link updated in OP and also here too: XmasCTF2013_

RE: XmasCTF 2013

Posted: Fri Dec 20, 2013 10:30 pm
by Marcaek
Cybershark: There was an instance of a player getting stuck next to a staircase here

http://s28.postimg.org/q01t7cdql/Screen ... 171030.png

You might want to check all non-accessible areas for similar occurrences.

RE: XmasCTF 2013

Posted: Fri Dec 20, 2013 10:41 pm
by ibm5155
I played now, but, that plasma spam ouch, that hurts.
Shame I have a high ping and the notebook keyboard doesn't help like a real keyb (I was good on jump maze but now with the note key i sucks =/)

RE: XmasCTF 2013

Posted: Sat Dec 21, 2013 1:12 pm
by cybershark
The plasma on a couple of those early maps was realy fearsome! I had compiled those maps without giving much a glance to gameplay. I just assumed they had been vetted last year when they were made.
Certainly wasn't expecting to see 20+ players in any of them either :lol:

I've since been back and dealt with both offenders, and there will be more fixes.
Decay wrote: Okay so I played a few maps, and the thing that stood out most/annoyed me a lot was the EXCESSIVE snow covering the sprites. that was a little much. In a rush I didn't know what weapon I was picking up. And the sprites were a little much too.
Oh, really? Hrmm. Those were just some of the resources that came from elsewhere - from Xmas.wad originally, I think. I've just known them forever and never had a problem identifying what they are.

I understand the problem, as there are some mods out there which include real life guns and I struggle to tell what I'm picking up as they all look pretty generic to me.

Sprites "a little much"? How much Christmas is too much!? :razz:
Decay wrote:Don't know what all I played but the some of the maps were quite awful, like "the best gift." That was fucking horrible.
They were never looking likely to be considered for IDL but they're not any worse than some of the 32-in-24s either. However, those first maps (from a bunch of South American Doomers last year) were very raw in places. It didn't help that I'd left them bunched together - same way that all the "frictiony" maps ended up in a clot. Revisions will be made and map order changed!
Marcaek wrote:There was an instance of a player getting stuck next to a staircase...
Ech. I can believe it on that map. Gewei's heart was in the right place but his layout was not entirely practical. I'll get right on it!

Thanks for all the feedbackery, folks :)

RE: XmasCTF 2013

Posted: Tue Dec 24, 2013 2:12 am
by cybershark
Ok, understood. Again, it's something that I was entirely used to and so I had no trouble distinguishing friend from foe - no moreso than usual anyways :lol:

I'm sure the muted palette also didn't help things for those that were expecting anything like their regular fix. But this was never expected to be embraced on priv servers, it's just for a bit of fun at this time of year. Too many people forget that this concept and the CTF gamemode are not mutually exclusive.

And yes, you're quite correct that it's a bit late in the day to consider revising it now ...that said, I have done substantial rework since Friday.

Stuff that only matters to someone as anal as me:
Ensuring there's a snowy chainsaw to match the other pickup sprites
Adjusting all sprite offsets to match their Doom counterparts
Picking out a more suitable intermission tune

Small, yet noticeable details:
Misc texture alignments
Lighting fixes

Larger-scale alterations:
Map09 blueflags error fixed
Total maplist reorder
Earlier maps - particularly the old map04/05 - have had spam/size issues addressed

There's a good deal more than that but I doubt anyone cares by now. Just wanted to show that I did listen to everyone's comments!

Here ya go: XmasCTF2013-final