CTF Nuclide RC2

Isotope 2: Electric Boogaloo

  1. Sandwhip

    aa Sandwhip

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    Positive Ratings:
    86
    Nuclide - Isotope 2: Electric Boogaloo

    The (hopefully better) successor to Isotope. This time designed without 2007 in mind.
     
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  2. Sandwhip

    aa Sandwhip

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    • Added an extra route to the highground in lobby from garage.
    • Added a new exit from processing to last & added new room to accomodate this change.
    • Shifted the small exit from processing into last to now connect from processing to lobby.
    • Changed detailing in blue processing to be more consistant with red processing.
    • Lowered damage values in the processing deathpit so it now takes longer to kill players (but is still very deadly!)
    • Fixed players being able to walk/shoot through some models.
    • Flag now resets to a position next to the pit when dropped inside, rather than at mid. Flag will still reset to mid like normal when capped.
    • Added a radial damage resist effect to the flag for whichever team is in possession of it.
    • Fixed an issue where two health/ammo kits whould spawn in the same spot.
    • Fixed an issue where the bomb detonation sound would not play when capping.
    • General detailing improvements.
    • Players now scream when falling down the pit in last.
    • Fixed some minor clipping issues.
    • Fixed both of red's spawn doors opening simultaneously.
    • Slightly extend defender respawn time.
    • Added end-of-round music.
    • Added 'score' sound.



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  3. Sandwhip

    aa Sandwhip

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    • Removed overtime
    • Removed central ramp to cap zone
    • Shifted the left exit from lobby into final, and added walls
    • Added a side-exit from service into final + a new small room to help
    • Revamped the geometry of final to be more angular
    • Raised ceilings in many interior areas
    • Added ceiling detailing in most areas
    • Lighting improvements
    • Removed several health/ammo kits
    • Clipping improvements
    • Revamped base exteriors at mid
    • Fixed end-of-round music playing later than intended
    • Added more frogs
    • Removed walls and windows at lobby highground
    • Cleaned up the highground route from garage to lobby
    • Removed boxes in garage
    • Detailing overhaul to lobby
    • Added low wall to the lobby-sewer connector
    • Removed dynamic respawn times
    • Slightly increased global respawn times
    • Flag now deactivates for 30s when returned
    • Added bananas


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  4. Sandwhip

    aa Sandwhip

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    • Removed bananas
    • Smoothed displacements around the bridge
    • Reverted change to highground in lobby BUT made other changes
    • Moved small ammo kits at mid close to the main base entrance
    • Deathpits now kill instantly rather than over time
    • Replaced spray wall with environmental death counter
    • Added more easter eggs (including a MAJOR one)
    • Slightly lowered respawn time
    • Glass ceilings at final now (sometimes) break when a team wins
    • Added elevator shafts to tunnels
    • Small detailing changes
    • Optimisation improvements
    • Fixed some of BLU base's exterior being culled
    • Lighting improvements
    • Probably some other things that i'm too tired to remember

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  5. Sandwhip

    aa Sandwhip

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    • Slightly lowered respawn time
    • Fixed the instant respawn mechanic only respawning red
    • Clipping improvements
    • Lighting improvements
    • Lowered round time from 13 to 10 minutes
    • Minor detailing improvements

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  6. Sandwhip

    aa Sandwhip

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    Gonna be pushing this out into beta real soon (hopefully within 10 days).

    If anyone wants to help out, please message me because i'd love to work alongside someone who has ideas on how to get the detail on this map looking even better (especially the point area, I have no clue what to do with that).

    Besides that, i'm also looking for custom assets! I don't know what custom assets specifically, but some signs would be a good start.

    Thanks :)
     
  7. Sandwhip

    aa Sandwhip

    Messages:
    179
    Positive Ratings:
    86
    • Detail pass on last (thanks pont!)
    • Detail pass on processing
    • Fixed flag resetting next to point on capture
    • Flag now activates 10 seconds after return, down from 30
    • Detail area added behind spawn
    • Fixed glass not shattering on round win
    • Revised major easter egg
    • Fixed teams not respawning instantly after capture
    • Added new mechanic: "Comeback crits"
    • Removed damage resistance from flag carrier
    • Flag carrier can now see their teammates though walls
    • Adjusted respawn times, and readded dynamic spawns
    • Clipping improvements
    • Fixed an issue causing players to get stuck in the sewer tunnels
    • Lighting improvements
    • Added frogs
    • Minor detail improvements
    • Minor optimisation improvements
    • Adjusted quality/quantity of pickups
    • Probably some other stuff


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  8. Sandwhip

    aa Sandwhip

    Messages:
    179
    Positive Ratings:
    86
  9. Sandwhip

    aa Sandwhip

    Messages:
    179
    Positive Ratings:
    86
  10. Sandwhip

    aa Sandwhip

    Messages:
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    Positive Ratings:
    86
    • Added 3D skybox
    • Raised 'ceiling' at mid significantly
    • Raised the ceiling in the sewer areas
    • Detail revamp to the sewer-processing tunnel
    • Detail improvements to red processing (again)
    • Particle improvements to red processing deathpit
    • Added particles to blue processing deathpit
    • Other minor detail improvements
    • Time is now added upon capture (one minute)
    • Re-added damage resist buff (for flag carrier only)
    • Logic improvements
    • Removed elevator doors
    • Removed death counter
    • Removed damaged doug walker
    • Lighting improvements
    • Clipping improvements
    • Various bug fixes
    • Added nobuild on top of the pipes at last


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  11. Sandwhip

    aa Sandwhip

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    Positive Ratings:
    86
  12. r0nii

    r0nii L2: Junior Member

    Messages:
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    Positive Ratings:
    7
    i think this map deserve a new gamemode name because this isnt even capture the flag.
    this is something like this but for realy this deserves really a new gamemode name.


    edit: also can i ask you how long did it take to make this map? im interested how long did it take for you.
     
    Last edited: Mar 24, 2020 at 2:04 PM
  13. Narpas

    aa Narpas Takes way to long to make and update maps

    Messages:
    388
    Positive Ratings:
    376
    There's already multiple maps with this gamemode type (often referred to as push CtF or occasionally invade CtF), which all use the same "ctf_" gamemode string. There's no need to change the name if it already fits; there's like five different gamemodes which use "cp_".

    As for how long it took to make, you can look through the version history of the map. The first version was uploaded on the 7th of February 2020, and went through five major alpha releases before getting to beta (though it is based off of Isotope, which had just under 20 updates), and has had three major beta releases up to this point
     
  14. Sandwhip

    aa Sandwhip

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    If you mean just building the map in hammer, about 3 months (to where I am now).
    If you include planning, research, and everything else, around a year.
     
  15. r0nii

    r0nii L2: Junior Member

    Messages:
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    Positive Ratings:
    7
    ok then we both not fast or that the fastest way. od_duckquarry was made in 2months without planning and was made together with od_gravelvalley (needed to fix).
    anyway i love this map and i hope i will see more of them.
    also question because your map is also similiar to my gamemodes object destructions.
    i would ask maybe wanna make one map for this gamemode?
     
  16. Sandwhip

    aa Sandwhip

    Messages:
    179
    Positive Ratings:
    86
    • Added nobuild to area directly next to point
    • Drastically lowered respawn times
    • Added asymmettrical detailing for Blue last (thanks again pont!)
    • Clipping improvements
    • Health and ammo changes
    • Detail improvements

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  17. r0nii

    r0nii L2: Junior Member

    Messages:
    99
    Positive Ratings:
    7
    i checked your map because i remembered something wrong and i was searching everywhere around blablabla to lazy. let get to the point.... i found out i searching for "nothing" and when i had already your map opened then i was trying to find mostly many things that may be fixed. on every map i have minimum 110fps (normal 130-180 if open area) and i had on your map minimum 97fps in the middle point. many players was complaining on my map that to less fps and i had minimum 80fps. get in mind that MAYBE someone can tell it to you to optimize but i don't know.

    few handrails with the same size are in each other and that is clearly to see. mostly in the corners but i spoted atleast one that was just too long and was sticking into other.
    also there are shadow enabled on red and blu side.

    one metal sign seems to fly and not hanging on a fence.

    you can stand in the tunnels on every frame.

    i checked the vmf and i see this map is like valve. every rest texture that is hidden (not able to see) is still there and isnt nodraw. can you explain me how does that help?

    not bug but still. the skybox for the blue looks bit empty. too empty.
    on the skybox one displacement isnt connected to others

    in the tunnel/sewer the bars that blocks players from escaping are concrete..... not metal.
    everything fine until no none shots it and will realize what are these bars made of. (concrete isnt recommented to block large objects in liquid tunnels.)

    small threat that don't must be fixed: doors in sewer doesnt match (with colision) to the wall and prop has collision on. this doesnt change alot in game but that can be fixed if you want smooth collisions.

    everywhere on map are clips to make smooth right? the clips are sometimes just walls where better will be if they will be triangles at the corners because then they will take less space (will make the gameplay are minimal larger) and also players will see the original distance from wall.

    a unclear invisible wall? invisible wall is not really needed in corner like that (check fotos)
    ^i checked it on red side. i forgot to check on blu and i don't know if blu also has. if does then i think small corner may also be good for like spies or just hiding or escaping.

    many small junks but don't forget few that only "junks" that doesnt need to be fixed.
    pls fix the props.
    i also send screenshots so you can navigate and see few issues










    i was searching for moving images like the training_annotation just for info if you really were interested.
     

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    Last edited: Mar 26, 2020 at 6:49 PM
  18. r0nii

    r0nii L2: Junior Member

    Messages:
    99
    Positive Ratings:
    7
    yes and not. i can see when was releashed but not really when was made. you know until when od_canary was in development? 26-02-2019. releashed in 26-10-2019.
    few months but because i was lazy and problems with logic.
    you won't find this info here because the date 26-02-2019 is from first .vmf save and 26-10-2019 from first map releash saved on steam workshop.
    that what i trying to say is "developer can say you more than the site knows and more correctly/detailed."
     
  19. Narpas

    aa Narpas Takes way to long to make and update maps

    Messages:
    388
    Positive Ratings:
    376
    Most people post the first version of their map very early in development, to allow for a lot of testing and iteration
     
  20. Startacker!

    Server Staff Startacker! Writing leaf ambient...

    Messages:
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    Positive Ratings:
    675
    I wish I could understand what was being said in this thread but ronii's messages are so messy all I can read is them flexing about how they developed their own maps with nitpicky feedback added on. Try to keep it more relevant to the map itself, right? Since I've seen you have had a history of trying to flex your own development.

    This post in particular just ticks me off.

     
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