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BT-DepotBT-DepotV2
BT-Depot

Author: x-raided
Added:Wed Oct 01, 2014 at 01:36
Rating:5
Downloads:89

Download (23.15 MB)
11 comments
Comments
PatriK.pX3
USER: PATRIK

DominatingDominating
Posted: Sat Apr 27, 2019 at 19:41

https://www.youtube.com/watch?v=8SX0FVqvIVg&feature=youtu.be
Pwn*j00
USER: PWN

Killing spreeKilling spree
Posted: Sun Oct 12, 2014 at 09:16

Great map really fun flow and original! I liked it the more I played it.
CTF-BT-Depot > CTF-BT-DepotV2
P.E.R.N
USER: PERN

i4Games Admini4Games Admin
Posted: Wed Oct 01, 2014 at 00:06

The around lift jump + shoot near end is a pain lol
x-raided
USER: X-RAIDED

RampageRampage
Posted: Mon Sep 29, 2014 at 23:32

That was the whole point of the flag room, not that i ran out of ideas. When i thought of it i had the first part of flagrant in mind, lol except of only doing it once you had to do it three times. Obviously didn't come out as hard but 3 of the same obstacles was planned. This is a r3, this is not as easy as dodgedungeonII. Take it from a average player like myself. Although I'm not quite sure how exactly the rating scale is used? It is based on 1-10, 10 being hardest right? If that is correct to me a r1 would be like a map that there is literally no place to die although quite a few of my maps are rated r1, more recently BT-Exed..I can't cap that map without dying tons of times. But i guess the people that test the maps are probably quite experienced players so maps that seem like r5 to me would probably seem like a r2 to them i guess.. Very Happy Sorry that was not meant to be rude or anything, that was just something i previously was thinking about. lol.
SAFeSTeR
USER: SAFECRACKER

Godlike!Godlike!
Posted: Mon Sep 29, 2014 at 20:24

Nice map with some decent obstacles, lighting is good and architechture / design is better than your recent maps.
The only bad points for me was lack of nice textures, very plain and dull throughout, better use of textures would have made it look a lot better. I also feel you rushed the end a bit because after the flag, it was the same 3 rooms to cap.

Rating? I think 2-3 maximum.
x-raided
USER: X-RAIDED

RampageRampage
Posted: Mon Sep 29, 2014 at 18:41

Thanks guys...Alchemist, i know of about 5 parts where you can do parts a safer way, not necessarily shortcuts unless there are some i don't know about. The only two real shortcuts i know about are the lift jump one and the ones in the flag rooms.
p-a-w-e-l
USER: P-A-W-E-L

Godlike!Godlike!
Posted: Mon Sep 29, 2014 at 18:29

Very nice to rush, keep up good work!
Hope won't need to cap it again after fix though....
Alchemist
USER: ALCHEMIST

DominatingDominating
Posted: Mon Sep 29, 2014 at 17:25

Nice map ... but alot of Short Cuts...
x-raided
USER: X-RAIDED

RampageRampage
Posted: Mon Sep 29, 2014 at 08:31

I'll fix it tomorrow.
SAFeSTeR
USER: SAFECRACKER

Godlike!Godlike!
Posted: Sun Sep 28, 2014 at 23:02

Found a 'bug'. Well, not really a bug but it can screw up maps.



In this image I am looking back at where I came from, it's after the kicker and roof shot which opens a platform and a door. If you stand under the door, then it will return, as does the platform. OK fine you may think, but all other movers in the map with no tag and set to return will act this way - think of Library and the end mover over water that randomly changes direction for no reason - it's the same bug as that.

There are 3 fixes. The simplest way is to set the movers to crush when encroached, or give them all a unique tag (recommended), however, if this is not what you want then read the quote from the Lode tutorial on movers:


Quite important, but not known by a lot of people, is the ReturnGroup setting for movers. It is used to divide movers with the same Tag into subgroups.

If you encroach a mover (= block its path), it will stop or return (or crush or ignore you, but that's not important in this section), depending on its MoverEncroachType. If you have different several movers with the same Tag, and you encroach one of them, the other movers will stop or return as well! If you don't want this to happen, the only thing you have to do is give each mover a different ReturnGroup. Now your two movers have still the same Tag (activated by the same trigger etc...), but will not return or stop together when encroached.

Warning: when you add movers, no matter how many, the Tag of all of them will be by default "Mover", this means all movers have the same Tag if you don't give them another one yourself. If you ever had doors acting strange when encroaching an elevator in your map, and wondered why, this is the reason. To avoid this give them different Tags or give them different ReturnGroups.


So if you have 2 movers with same tag (as all default movers have), but you want them to act independantly, then you use the return group tag (unless you set them to crush or ignore).

Hope this helps
shaihulud
USER: SHAIHULUD

Killing spreeKilling spree
Posted: Sun Sep 28, 2014 at 22:37

Thanks again x-raided, always appreciate your map contributions