ut4_superman_b5

wily duck, Sun Dec 14 2008, 03:19AM

Suggestions and comments on the next superman.

Rules:
1. Nothing that changes core gameplay. For example, adding an arrow/flypoint would be highly unlikely.
2. Most anything that affects gameplay, including adding cover, moving a spawn, adding a softspot, etc, should be conceived with caution.
3. Remedies to address issues that snag or impair gameplay are favorable.
4. Suggestions that are considered will be listed below to prevent duplicate suggestions.


Suggestion Pool:
============

Map:
1a. Can't do environmentals like weather or time of day changes. At least not for this release. I've put a lot of thought into this and it's simply not practical at this time.
1b. On rare occasion, hitting an arrow will boost you only like 50 feet in the air. This is apparently some engine timing issue. Can't fix.
1c. Will look into "getting stuck in doors" issues. Might be able to hack something better up.
1d. Will verify clips on all vehicles.
1e. Stereos for camping with the flag - maybe in a future version. Can't do mp3's, only mono channel wav's.
1f. Not changing the size of the truck or any landing point.
1g. Skybox is set to be improved. Loading screen as well.
1h. Look into adding more locations.
1i. Additional soft landings as mentioned... tbd.
1l. Nighttime and other superman mods would be cool but not happening anytime soon.
1m. Game physics induce unexpected lemmings when landing on soft spots. Probably due to player Z-axis speed and collision prediction based on server frames. Or not.
1n. No moving choppers like sands. UrT doesn't support that ability in urt4.
1o. Look into making arrows more vertically visible.

Pond Publishing:
2a. Hole in the map to be fixed, without a doubt.
2b. Can not get off top of pond publishing when health is very low.
2c. Move helicopter a bit so sliding to construction works correctly.
2d. Look into helicopter clipping, fix if necessary.
2e. The wall of immortality.
2f. Nodrop clip lower building roofs.
2g. Look into lower flypoint positioning.

Park:
3a. Park may be given extra cover with more trees. Not likely for this release.
3b. Fix surface clipping issue in river by sewer.
3c. Won't add an arrow in the park to anywhere this version.

Military building (Red spawn):
4a. Flag has been lost by getting inside the arches for some reason, this will be fixed.
4b. For B, heh. Yes, arches to the highway will be looked into. Note, the arches themselves are a physics hack, so this is not quite an exact science.

Garage:
5a. Arrow precision to the parking garage. I agree, this will be looked into. Note that the behavior of the arrows is such that jumping into them on an angle can alter your skyward path.
5b. Way to get to garage roof from below. Consideration taken. Note this is core gameplay affecting, under rule 1.
5c. Fix box truck clipping.
5d. Jump from garage to the river - being looked at, might reposition.
5e. Will consider removing hidden arrow, since the garage has been clipped.

Hotel (Blue spawn):
6a: Can't heal under roof room. Will fix.
6b. Jump from hotel fall to highway. Will fix.
6c. Look into alley jump issue.
6d. Second elevator not getting a cushion this round.
6e. New newspaper!
6f. Jump from hotel to executive floor. Will look into adjustments.
6g. Look into arrow to the roof at main st.

Impending Doom Insurance:
7a. Bring back (add) pools in front. Will consider doing this for preventing lemmings on the hard jump above. Note this is gameplay affecting, under rule 2.
7b. Nodrop clip the ledges.

Construction site:
8a. Fix fences, i.e. those invisible walls you can climb.

Highway:
9a. Breaking leg issue on from hotel to highway to be addressed.

Parking Lot (later intended to be a factory type zone:
10a. Consider adding objects to diversify area, bring in slight offbeat gameplay.
Re: ut4_superman_b5
FSK405|worm, Sun Dec 14 2008, 06:14AM

Can I reqest that the way of getting under the map is closed please?

Cant wait for the next edition. Have you got any plans for areas like construction and the park?
Re: ut4_superman_b5
DankRider, Sun Dec 14 2008, 02:07PM

here is a suggestion that might be right up the wily duck alley.


Suggestion - though i dont know if it is possible.
Since Superman is typically played for such a long time it would be cool if you could add atmospheric and day to night effects.

Example:
- at certain intervals during game play change the lighting and background from day to night.
- I also know you have been playing around with a rain effect, so maybe it would also be possible to have rain and or snow effect game play . but only in intervals.

If you find interest and a way to implement any of it, you might want to make it so you can turn it all off, even if it means 2 maps.

-edit-
Might be able to create a spear around the entire map that slowly turns changing the background, with possible snow and rain attachments. but i wouldn't know how to adjust the lighting, though i have seen lighting effect that pulse. Again your map, just a suggestion that would probably just cause lag.

note: There is snow in ut4_swim for a snow example.
Re: ut4_superman_b5
FSK405B, Sun Dec 14 2008, 03:10PM

Suggestion about the parking garage jeep:

Both of the arrows that direct you to the top of the parking garage sometimes miss the landing spot - the jeep. As something more than a noob I can usually nudge myself to land on the jeep, but I consider any proper use of the arrows that leads to a lemming an error and it should be fixed. Either slightly nudge the arrows so they more cleanly align with that jeep or make the landing area larger.
Re: ut4_superman_b5
FSK405B, Sun Dec 14 2008, 03:16PM

Suggestion about the blue building awning, for consistency with the rest of the map:

The awning to the side of the blue building that pushes to the highway...most of the landing scenarios break your legs. Sometimes you break your legs *twice*. Wily showed me this jump himself a few times, so obviously he knows that it breaks your legs. But I don't see the purpose of taking some of the player's health just in this circumstance. I don't think there are any other jumps that require a payment of health. Also, the awning doesn't have an arrow, but definitely works the same, so I think it should also have an arrow graphic on it somewhere. This would make the awning jump consistent with the other jumps in the map.
Re: ut4_superman_b5
BanMe, Sun Dec 14 2008, 03:25PM

Dont stick through doors. Kills the surprise and gives u unwanted deaths.

make pond publishing cos little shed a soft spot.
Re: ut4_superman_b5
FSK405|worm, Sun Dec 14 2008, 03:39PM


I don't think there are any other jumps that require a payment of health.

FSK405B

Not really a jump but takes some health, dropping down side of red tower, slide across road and up over highway, landing on streetlight you dont die but lose some health. You can drop down and land on the invisible arrow from there without dying but it would be good if the arrow was made bigger to make the landing safer.
Re: ut4_superman_b5
BanMe, Sun Dec 14 2008, 03:48PM

This has happened to me a few times. when u hit the red arrow in front you go up about ten feet and fall back down. you have to hit arrrow again or land in a pool. I dont know why it happens

When jumping off of red if you hit the side pointing torward the highway closest to the construction site you lem inbetween the bridge and the part that slants up
Re: ut4_superman_b5
wily duck, Sun Dec 14 2008, 11:02PM

All requests so far addressed in the first post. Thanks for the input so far!!!
Re: ut4_superman_b5
no|GoldSnake, Sun Dec 14 2008, 11:30PM

uhm i dont know why it happens but blue base ie hotel when u are fallinn onto it if you are right beside the wall of the building that a ladder goes up to and you just spam the ground before hitting you pretty much allways live, this also goes for the red roof, i see it as a kind of unfair advantage, dont know if much can be done about it but yea, and uh, maybe fixingthat if you take blue spawn bus stop towards doom you can hit a certain spot and get up on the ledge, yea thats about it i guess, its kinda late cant really think straight.
Re: ut4_superman_b5
ZELLIS, Mon Dec 15 2008, 06:11AM

it would be nice if you could bring back the waterfall on DOOM and fill the 2 podns agin
Re: ut4_superman_b5
DoLT, Mon Dec 15 2008, 06:00PM

i have an awesome suggestion....


make it where the doors open both fucking ways ;)

especially that one in the red elevator lobby going up to flag.
Re: ut4_superman_b5
wily duck, Mon Dec 15 2008, 11:28PM

Added: 1c 7a

Goldsnake - not sure what you're talking about. Explain again when you're more coherent. Punctuation helps too. :)

Dolt - Funny how most doors in most urt maps fling both ways. Few doors actually do this. I even added door frames/trim in some locations, for the extra detail.
Re: ut4_superman_b5
BatMann, Tue Dec 16 2008, 04:23PM

add a latter to the underworld
Re: ut4_superman_b5
FSK405B, Tue Dec 16 2008, 05:41PM

I can't be sure, but I think that ban me was talking about the top of pond publishing, which has the helicopter and the small square shack or shed in the center of that roof.

He was requesting that the shed cause no falling damage so that you can land on it safely from a height. However, I could not find any arrow that would let you fall on top of that shack...I may just be a noob though.
Re: ut4_superman_b5
BanMe, Tue Dec 16 2008, 05:55PM

I have no idea what i was thinking i thought i died up there once but i cant even get close to getting to it
Re: ut4_superman_b5
theSheilaDivine, Tue Dec 16 2008, 06:04PM

Well I just tried it, using the middle arrow boost that usually goes to red tower from Doom. It was pretty simple to get to the top of the shed, but I went splat and the militant bitch whose body I was hosting screamed an orgasmic death cry like a cheerleader on ecstasy.
Re: ut4_superman_b5
BanMe, Tue Dec 16 2008, 06:07PM

How did u get that far? I turned as slow as I could and barely got to the roof.
Re: ut4_superman_b5
theSheilaDivine, Tue Dec 16 2008, 06:39PM

well, it sounds like you're turning too slow.
Re: ut4_superman_b5
FSK405|worm, Wed Dec 17 2008, 12:40AM


add a latter to the underworld

TheBatMann
assuming you mean a ladder to under the map, that's getting closed off anyway:

Pond Publishing:
2a. Hole in the map to be fixed, without a doubt.
Re: ut4_superman_b5
wily duck, Wed Dec 17 2008, 12:52AM

Added: 2c

Hey if you guys want to splat on that roof shed then have at it. :) That's not an intended landing zone.

btw I have 2 pages of lines of fixes and changes on a notepad in addition to these. Keep em coming. The discussions help my memory too.
Re: ut4_superman_b5
theSheilaDivine, Wed Dec 17 2008, 09:52AM

Hey Wily,

I think the map works really well as it is and I don't want to overwhelm you, but there is one little thing that I think would be good.

I'm not sure how or where you'd do it, but I think a ladder in the southwestern corner of the garage behind the blue spawn point would be good. The purpose would be to flank the entrenched garage position from a talented sniper. Since all arrows lead to the truck on garage, a sniper can sit around and pick people off. A flanking access to the garage roof would solve that problem. In other words, it would solve Ghandi sitting there all day.
Re: ut4_superman_b5
DoLT, Wed Dec 17 2008, 02:40PM

or make a way to prevent people from camping the truck on garage... it has a little area right above where people cant shoot through, but they can see when your coming... maybe bring down the box on the truck to where you can actually shoot their heads...


also, you can shoot through the heli... and good sniper with nvgs can camp there and nobody will know where its coming from.
Re: ut4_superman_b5
wily duck, Wed Dec 17 2008, 10:59PM

Added 2d and 5c.
Removed 0a.

$heila - there's a reasonable possibility of getting an access point to the garage roof from below. I'll have to figure out how this will affect gameplay.

I've integrated this list into my master list. My master list may not make sense to anyone else, but you're welcome to look through it. Popular issues and discussions will remain in this thread.
Re: ut4_superman_b5
ZELLIS, Thu Dec 18 2008, 06:17AM

what is your added 2d and 5c

what are you refering to?
Re: ut4_superman_b5
DoLT, Thu Dec 18 2008, 07:24AM

sorry not trying to pick out every problem, but in construction, are you suppose to be able to climb up the invisible walls surrounding it, like ladders?

also with that, if you're inside the wall in some areas you cant get shot from outside attackers, but the inside guy can shoot out and hit....

jsyk....sorry..
Re: ut4_superman_b5
FSK405B, Thu Dec 18 2008, 05:12PM

To Zellis:

Wily Duck is maintaining and updating his FIRST POST in this thread, to gather together all the suggestions we make into one master list. He will then use that list to keep track of the changes and fixes he will make to Superman.

When discussion is concluded, he will take that list and make the changes. When the list is empty again, he will release the updated map. Classy!
Re: ut4_superman_b5
wily duck, Thu Dec 18 2008, 07:12PM

Added: 8a

Zellis - I am referring to your battleship, of which I just sank. :) Thanks for the word, B!

Dolt - feel free to discuss anything about the map. If you have a list of issues, write a list. I'll say yes, no, or maybe, or that the subject was already discussed - see suggestion Xy. This is a discussion thread, we need to discuss! It's all good! Apology not accepted. >:)
Re: ut4_superman_b5
ZELLIS, Thu Dec 18 2008, 08:58PM

thx B i did not realize that he was updating the original post.

rook to C4.

Duck -
1. in between the park and the highway overpass near the water there is a small hole in the map. the hold is on the concrete near your feet where the grass comes up to the overpass.

2. the car in between red base and blue base has a clipping problem when firing over the car into red base.

3. maby in the utility room in blue base, the room next to the elevators room, you could add a small stereo and a sofa so we could chill when hiding there with the flag. the stereo could be turned on or off or play all the time just local to the room. you could play "Vinyl Syndicate - Man Of Steel.mp3" http://www.4shared.com/file/60377090/ef34a6bc/07_Vinyl_Syndicate_-_Man_Of_Steel.html
!lol
Re: ut4_superman_b5
Gladi8r, Fri Dec 19 2008, 06:23AM

Great idea on the audio lounge, Zellis. I'd like to hear Grateful Dead- Estimated Prophet (Studio Version), though.
Re: ut4_superman_b5
Damnton, Fri Dec 19 2008, 01:22PM

Omg a superm map update, sweet.

Hi wily,

- Euhm, the jump from blue base to highway, where you make a fall and substain legg damage. I would keep this one for sure, like others here said.

- Moving the helicopter to move on to construction by sliding, thats a sweet one.

- In any case, try not to overpower red, blue is a sitting duck in the first place for snipers, red having the tallest building is bad enough.

- Question: the jump from garage to the river, why is it there? i never see someone use it, and i cant find a way to use it myself. Plus, reaching that point is moslty impossible with all the snipe nubs on red roof.

- a Dont: someone talked about red accesing highway right? dont create a jump or new way to reach it. Red accesing highway will result is fast and continues spawnrapes on the blue spawnpoints on the street. Red can acces highway by sliding on the corners on red base below, but this requires some timing and knowledge(like it should)

- Delete the blue spawnpoint that spawns below next to the newspaper box on the corner of the street. Its to easy... you cant take a speed up there with a busstop, and yer in plain sight for red base and the people who camp with sniper at construction and underneath glas building in the dark entry. Really, this spawn leaves you wide open for anything. Red team spawns in protected areas surouned by walls and it takes time to reach them as blue player.




Grts

Re: ut4_superman_b5
ZELLIS, Fri Dec 19 2008, 02:36PM



- Question: the jump from garage to the river, why is it there? i never see someone use it, and i cant find a way to use it myself. Plus, reaching that point is moslty impossible with all the snipe nubs on red roof.

- Delete the blue spawnpoint that spawns below next to the newspaper box on the corner of the street. Its to easy... you cant take a speed up there with a busstop, and yer in plain sight for red base and the people who camp with sniper at construction and underneath glas building in the dark entry. Really, this spawn leaves you wide open for anything. Red team spawns in protected areas surouned by walls and it takes time to reach them as blue player.


Damnton

the jump pad on the garage leading to the pond is most usefull. speciealy for the flag carrier who is waiting to cap, it leaves him 3 options to retrete if needed. use it al the time.

- i would not delete any spawn location. IMO
Re: ut4_superman_b5
DankRider, Fri Dec 19 2008, 02:51PM

2 - Suggestion's - What are your thoughts about opening up the lower level of the garage and replacing the arrow to the top, maybe making it a tougher place to hide "gas fumes and all :-)" - Might want to fix the dam at the end of the river by the hwy overpass. You can grab the flag, jump in the water, go into the small water tunnel, do a wall jump, and stick to the wall. Figured since you originally made this map in 2.0 days prior to wall jumps this may not be a intended hiding place. Pict:
BIG Thanks for taking the time to ask the community for suggestions.
Re: ut4_superman_b5
Boogie Knight, Fri Dec 19 2008, 03:22PM

I'd like to hear doors opening so that I can tell when enemy is coming.
Re: ut4_superman_b5
DoLT, Fri Dec 19 2008, 06:58PM

turn on your speakers
Re: ut4_superman_b5
Boogie Knight, Fri Dec 19 2008, 10:47PM

Heh, posted that rt after the remarks about making a lounge and music playing...
Re: ut4_superman_b5
Damnton, Sat Dec 20 2008, 04:29AM

WTF! he build this map on 2 days, what an insane result for only 2 days
Re: ut4_superman_b5
FSK405|worm, Sat Dec 20 2008, 07:21AM

lol...no, he made the map -in the days of urt 2.0- thus before wall jumps were introduced.
Re: ut4_superman_b5
FSK405B, Sat Dec 20 2008, 01:42PM

Surprisingly, both interpretations might correct. Dank told me that Wily put Superman together in a couple days originally, and I guess those two days were during the UrT 2.0 release?
Re: ut4_superman_b5
Boogie Knight, Sun Dec 21 2008, 08:23AM

AS for not getting off pond when health is low, you can call for a medic, /kill, or if you have the flag, try to hide it behind the building, /kill and get back to it.
It's part of the game.
Re: ut4_superman_b5
Boogie Knight, Sun Dec 21 2008, 08:25AM

As for the size of the vehicle on the garage being bigger- a lot of players have developed the ability to hit the arrows all over the map but you want the truck to be bigger?
Re: ut4_superman_b5
ZELLIS, Sun Dec 21 2008, 09:11AM

ya.. what boogie said. I vote not to change the car size on the garage and not to change pond when life is low. it is part the game that will affect game play. you cant make the map too easy. its a skill thing, some player can do things that others cant. that's the game. Learn how to jump, learn how to leave the spawn "FAST" to avoid spawn killing and learn how to hide the flag, use the /kill , snipe and use the "call a medic" function when stuck on pond or other locations. it helps make better players
Re: ut4_superman_b5
DoLT, Sun Dec 21 2008, 11:01AM

my opinion... which doesnt matter..

i think with that arrow from garage that sends you to the ditch, i think there should be an arrow at the ditch to send you to the garage...

preventing the camps behind the truck shooting people out of the air. easy to do bc there is only 2 areas to look at..

also that would help blue spawners to gtfo of the red camps from doom lobby and give them a new route to start up top instead of the ground spawns....

only bc its hard to recover a flag from red when the only way to get to red is from the front building, where red can be waiting for you... or the garage... where one can be sniping you out from truck..



and this one not so much but, maybe having a arrow from ditch going to top of red? only reason for that because blue has 4 areas to get on top of the building, and red only has 2...

or maybe instead of adding arrows, just extend the elevator arrow to where you can go up to the top roof.... like add a hole in the ground like it blew up... in that building on top of red so blue has another way to get up top.....

dunno just some ideas.. since red already has an advantage with the tall building.
Re: ut4_superman_b5
theSheilaDivine, Sun Dec 21 2008, 11:15AM

I agree with Dolt. His opinion doesn't matter.

;)
Re: ut4_superman_b5
DoLT, Sun Dec 21 2008, 11:18AM

pshh :(
Re: ut4_superman_b5
theSheilaDivine, Sun Dec 21 2008, 11:43AM

I believe I speak for all blues when I say that we demand a security camera in our penthouse dual elevator suite also.
Re: ut4_superman_b5
FSK405B, Sun Dec 21 2008, 02:48PM

Each side gets a flag holding room with a door and a security camera. That would be fair.
Re: ut4_superman_b5
FSK405|worm, Sun Dec 21 2008, 03:28PM

i agree.
Re: ut4_superman_b5
DoLT, Sun Dec 21 2008, 04:31PM

way to kill my suggestions sheila
Re: ut4_superman_b5
Gladi8r, Sun Dec 21 2008, 05:34PM


I believe I speak for all blues when I say that we demand a security camera in our penthouse dual elevator suite also.

$heilaDivine

Indeed. And fresh pastries. And a coffeemaker. :-P
Re: ut4_superman_b5
Boogie Knight, Sun Dec 21 2008, 06:48PM

What would the view be? Stairs, or elevator? Plz don't say both.
Re: ut4_superman_b5
Boogie Knight, Sun Dec 21 2008, 06:49PM

O.K., guess I meant maintainance
Re: ut4_superman_b5
FSK405B, Mon Dec 22 2008, 10:32PM

I request an improvement to the skybox and the loading screen. Supposedly there have been advancements in skyboxes?
Re: ut4_superman_b5
AceTone, Mon Dec 22 2008, 10:57PM

All good suggestions.

The only 3 I can think of at the moment:

  • Fix clipping around the top of the outside stairs behind blue base (The Alley)
    Add more area names for $location - many are unknown.
    Consider adding a soft landing or two below Doom and/or Heli roofs?


Thanks for making such a great map!


Re: ut4_superman_b5
wily duck, Tue Dec 23 2008, 12:19AM

Added: 1d 1e 1f 1g 1h 1i 3b 3c 5d 9a

Damnton - The highway can also be accessed by climbing the lightpoles and tree in the park. As for spawns - blue is intended to have the offensive position, red having the defensive.

Dank - what are you talking about with the arrow? No thanks required my friend. :)

Boogie - Doors making noise? Nope, I use func_lube. Maybe door click open sounds I'll consider.

B - Yea the original b1 version took a couple days. It's a really simple map. Check it!

Dolt - Recovering the blue flag from red isn't that hard, lots of access points to do it. Red top has 4-5 ways to the roof. Blue has 5. No holes in the elevator ceiling.

Sheila - Camera view is intended for blue. Don't think it'll make it in this round.

Acetone - Which clipping are you talking about?
Re: ut4_superman_b5
Damnton, Tue Dec 23 2008, 04:48AM

Cool, that links contains your maps for download. Man i hope to own a server one day. I like sled free btw, another superm like design, a map wich contains a great fun element wich has never been done before in other maps, seems to be your trademark.

I see theres an .exe map maker file in it, is that ok to download? im just saying, i love urt and would create map suggestions, but i suck at coding... so maybe yea, its best not to download it in the first place ;)
Re: ut4_superman_b5
wily duck, Wed Dec 24 2008, 12:06AM

Damnton - yes, that .exe is totally safe to download. I won't be offended if you scan it just in case.

btw, the DA server is only a little freebsd machine on a P3 cpu, hanging off my net connection. Nothing special, definitely gets the job done.

You're also correct, making fun and unique maps with lots of replay value is my gig. Might be beating my chest a bit there, but I make maps that I -want- to play, a lot. You guys seem to dig them too. ;) nm my rantings, they're no good unless there's a map to show. Keep up the excellent suggestions!
Re: ut4_superman_b5
AceTone, Wed Dec 24 2008, 11:02AM

Hi Wily,

It seems you can't jump when close to the top of the alley stairs next to the bldg. Below are 2 screenshots - one for reference, and the other is where you can't jump:

reference:

Shot0103ar0
Shot0103ar0

Where you cant jump when positioned here:

Shot0105ja6
Shot0105ja6

Also, the white van in front of the street by the pool can be shot through from one side but not the other.

Hope this helps!
Re: ut4_superman_b5
wily duck, Wed Dec 24 2008, 01:30PM

Added 6c.

Wasn't aware of that Acetone. Ill look into it.
Re: ut4_superman_b5
Boogie Knight, Wed Dec 24 2008, 02:53PM

Wily I was responding to the suggestion for music when I said I would like to hear the doors. I DO hear the doors! Music would drown them out. As for a camera...the small building on red roof has none so I thought it would be equal for small building on blue roof to have none (as is). But you could put one in the smaller maintainance room for blue. Seems like things would still be equal.
Re: ut4_superman_b5
Boogie Knight, Sun Dec 28 2008, 12:29PM

Wily, I followed the link for superman1 map and noticed the mapmaker. I downloaded and extracted to UT4 folder like the instructions say but there is no .bat installer and I don't have al the folders that the screen shot shows. Was that file intact?
Re: ut4_superman_b5
[$E]Heroine., Sun Dec 28 2008, 04:16PM

OOOH. Wily.
Like Dank Said, Day - To Night. That would be .. awesome.
And Waterfalls into the pools, since there's nothing in the middle, and like a tunnel leading to the roof.
if you could make one spot on doom's ledge land-able, like one tiny spot, that would be sweet.
and put a waterfall in the river thing in the park!
and Like.. something cool where the emptiness is, by construction, and the park =]
You have the sexiest maps ever =]
~B
Re: ut4_superman_b5
Gladi8r, Sun Dec 28 2008, 05:17PM

Doom ledges ARE land-able... just have to hold your mouth right.
Re: ut4_superman_b5
truth, Mon Dec 29 2008, 01:49AM

^thats cheating IMO

If i were you i would remove the ledges on doom, clip them or make them return flags.

also make the roofs below pond publishing return flags

i agree with putting an arrow up to garage from the ground.

theres a bug where if you fall onto the levels of garage on the outside you wont die.

oh yeah and you might have already mentioned this but the blue car sometimes lemmings you if you land on the very edge of it, probably due to the game thinking you landed on the side of the car which might not be a cushion. same thing for the corners of military HQ.

perhaps add a cushion to the bottom of the second elevator in the blue base.

the hidden arrow above the highway that used to send you into the second floor of the garage should be removed.

making the helicopter fly kind of like sands would be awesome. perhaps a path that would let you shoot at both bases and then land on pond again? you probably wont do that but it would be cool.


on an unrelated note, sled is fucking amazing. reminds me of skeetshoot.
Re: ut4_superman_b5
BanMe, Mon Dec 29 2008, 02:16AM

Somthing is up with the parking spaces lately. Im lemming all over them. If tried dead center, left, and right 9 times out of 10 im toasted.
Re: ut4_superman_b5
FSK405|worm, Mon Dec 29 2008, 05:03AM

You know, Ive noticed that too. Maybe it's because we suck?

Aaanyway - @Truth - I wouldn't see Doom ledges as cheating, unless people are taking the flag up there. It's not like you can't be seen and sniped up there. I agree that making the flag return if taken there would be good.

@Wily Duck - one other thing I've thought of: when someone is sniping from behind the van on garage, and you are trying to snipe them for example from Doom ledge ;), you can see them through the underneath of the van but the bullets bounce off. Dunno if that can be fixed, and given the 5 pages here I guess isnt a priority!
Re: ut4_superman_b5
a BigRubberCock, Mon Dec 29 2008, 10:36AM

I think 2b is a feature. Not a bug. Pls don't fix that.

1e is overrated IMHO. There are few actual "hiding spots". I think hunting the flag camper is a large part of the charm of the map. Its not my *favorite* part...but I surely do enjoy it. I think a better idea would be to put boom boxes in the traditional camping spots and have it be selectable. It comes on automatically if someone is near it long enuf...and once on, you can pick a "station". (Regge, Techno, Country, Rock or News) :D
I love the idea of a)Taunting people with bad music while I have flag b) doesn't impede "creative camping", which for me is the most fun I have during any given round. (Camping in enemy spawn with their flag etc.)
Re: ut4_superman_b5
DankRider, Mon Dec 29 2008, 02:03PM

Lame ass graphic suggestion.

- Since George Bush is no longer our President (YA!!!!) maybe put a updated newspaper. and or make it a FSK405 Donation drop off box
- Use a wall in the construction site as a Graphite signature wall. Immortalize some of the old school regular Superman players and FSK405 members on a wall. I would even be willing to create a image and or spear head the development.
Re: ut4_superman_b5
a BigRubberCock, Mon Dec 29 2008, 02:37PM

May I spray paint a BRC on the wall in there? :)
Re: ut4_superman_b5
|$|FlanKthem, Mon Dec 29 2008, 02:48PM

wow reading all these stuff creates an overwhelming feeling of uber noobness in my tummy.

god bless u guys, great map and great players! Kudos to u all and willy duckie!

I noticed the garage's van thingy. No wonder I really crossfire-ed Ghandi's head there thousands of time and it never hit! Damn it Ghandi!! made me keep trying!

p/s : I'm a forum noob here. Dont press the 'BAN' button just yet! :P
Re: ut4_superman_b5
ZELLIS, Mon Dec 29 2008, 09:09PM

I 2nd danks motions on the construction hall of fame.
Re: ut4_superman_b5
truth, Tue Dec 30 2008, 09:43PM


I 2nd danks motions on the construction hall of fame.

ZELLIS

thirded, but this goes back to something that sheila was thinking about doing earlier.

How about a giant superman tournament with the winner crowned the king of superman and put on a wall for the next version.

And dont just say no because you know i would win.
Re: ut4_superman_b5
[$E]Heroine., Tue Dec 30 2008, 11:38PM

Oh, and grafitti Heroine is awesome in construction..
Re: ut4_superman_b5
FSK405B, Wed Dec 31 2008, 02:10PM

The arrow from the blue roof (hotel) up to red spawn (penthouse of military) isn't aligned properly and you usually hit a 'fin' instead of going through the window.

I always have to adjust my alignment carefully to that I go through the window and don't have to fall down into a pool or something. I request that the arrow actually put you through the window like you would expect. This is not an uber jump, it's just a nuicance (in my opinion).
Re: ut4_superman_b5
FSK405B, Wed Dec 31 2008, 02:18PM

The arrow at the base of the blue building (hotel) on the street that goes up to the top of the hotel is up a little too high in the air. If you're standing on the curb, a small or inaccurate jump will get you onto the arrow and flying. From the street level it takes an excellent jump to reach the arrow, and many people mess it up and hop around like idiots trying to reach that arrow.

What I see happening, and happens to me frequently as well, is that people try to reach that arrow and miss because it's a little too high in the air. Then they're standing slightly confused at that arrow and get g36'd or sniped before they go anywhere.

If the arrow were a little lower, it would be easier to jump to it and it would be easier to get going. Spawning and getting killed over and over is something you have to deal with already on this map, there's no reason add onto the death cycle unnecessarily.
Re: ut4_superman_b5
FSK405B, Wed Dec 31 2008, 02:23PM

The arrows are two dimensional and therefore impossible to see from certain directions. For example, you can't see the arrows that point up when you're straight above them (which is quite often). This makes hitting them from above quite difficult only because you have to memorize their locations.

If this is part of the intended difficulty of the level, by all means leave them that way.

But if the goal is for people to control their jumps to hit the arrows that they want, then the arrows should be visible from every direction so you can at least see where you want to go.
Re: ut4_superman_b5
truth, Wed Dec 31 2008, 05:04PM

thats part of the skill level, in fact, all arrows should be made completely invisible like the ones on the highway. =]
Re: ut4_superman_b5
Boogie Knight, Wed Dec 31 2008, 05:27PM

Sure make all arrows invisible as well as all vehicles. Make it as hard as possible. Make flags invisible and make them appear in different locations after each cap. Make it uber hard so only a very few l33t will want to play.
Re: ut4_superman_b5
wily duck, Wed Dec 31 2008, 05:45PM

Added: 1l 1m 1n 1o 2f 5e 6d 6e 6f 6g 7b

OK YOU GUYS GOT ME.

I've planned for quite some time to add a signature wall of some sort. Not at the construction site though... but where better than - Pond Publishing? Dank you just won a contest that was never even announced. You know, sometimes it does get a bit challenging to stay ahead of everyone. LOL :D I'll let you all know later the status of this now known location. Added 2e.


Boogie - take another look where the files extracted to. Everything should be there.

Heroine - Not going to add any additional access to Doom this time around. And sexy is a good description. :)

Truth - Can you get a screenshot of the garage location? See 1m, this goes for the arches too. Remember this is a quake3 physics hack. How is it sled is getting new recognition? It's been out since before I moved to Austin 3.5 years ago? lol! Sexy! Wonder what other maps might appear on the radar...

Oh and as for crowning a superman, you might find some unexpected adversaries. :D

Ban-me - haven't seen this myself.

dad - see 5c, and I will be sure to check the undersides of the truck.

BRC - ok the radio idea is now officially abused. :D No radios in this version! I'll get back to you on 2e, but probably yes.

K. - thanks for the props. Sorta amusing to be called Willy (many have), cause that always makes me think of this. It may amuse you to read this. I'd watch out for those Willy ducks.

B - Thanks for the details. As for seeing arrows on the way down, I've considered making them more 'vertically visible'. There is a certain challenge factor expected when making bounce jumps, left to the play to the advanced players. I'll think about this more.

Hey if you guys want invisible arrows, load up superman_b2. That was a map for the 1337.
Re: ut4_superman_b5
DoLT, Wed Dec 31 2008, 06:20PM

also, if there is a way to lower the walls on the heli roof or make a ramp so if you can get to the arrows....

because if you have low health, you're stuck there until someone heals you 30 years later, or you /kill...
Re: ut4_superman_b5
wily duck, Thu Jan 01 2009, 08:39PM

Already addressed, see 2b.
Re: ut4_superman_b5
Boogie Knight, Thu Jan 01 2009, 11:00PM

Wily, i extracted per the instuctions but then there is supposed to be an install.bat. Here is a screenie of the Ut4 directory where it says to unpack the files. The huge pk3 file is there (not shown in screenie) and other files but not the install.bat. Sorry to bother. I just wanted to look at the program while i got a few days off over the new year.
Re: ut4_superman_b5
BanMe, Fri Jan 02 2009, 12:08AM

This is probably impossable to put in but having a bayonet would be nice instead of having to pull ur knife out u just run forward.
Re: ut4_superman_b5
DankRider, Fri Jan 02 2009, 02:24AM

though Superman is primarily a CTF map, please dont forget about the other game types. I personally think, with well thought out locations Bomb, CAH, and FTL could be quite fun. With the ability to change the map slightly via game type it might be appropriate to make modifications to lemming free locations, routs, and blowing stuff up.

PS. though i know this would change the game play yet another suggestion: have you ever though about allowing the flag buildings to get damaged when hit? Even if it took 5 nades to blow a small section of a bldg off. Might be fun to be able to damage/ blow up sections of the buildings during game play.

just some food for thought. dont want the other game types to suffer.
Re: ut4_superman_b5
Fokker, Fri Jan 02 2009, 02:27AM


though Superman is primarily a CTF map, please dont forget about the other game types. I personally think, with well thought out locations Bomb, CAH, and FTL could be quite fun. With the ability to change the map slightly via game type it might be appropriate to make modifications to lemming free locations, routs, and blowing stuff up.

just some food for thought. dont want the other game types to suffer.

DankRider




Woot !! what Dank said
Re: ut4_superman_b5
truth, Fri Jan 02 2009, 02:48AM

These ledges are the ones that you can drop onto without taking fall damage for some reason even though they arent cushions
Shot0009

and this is the arrow that should be removed (maybe it is already)

Shot0008

I never knew about sled before a couple days ago, I really love the map however it is too difficult to take the bottom once a team becomes firmly entrenched there. I think after doing this update to superman you should take another look at sled it could be a great map, greater than superman perhaps.
Re: ut4_superman_b5
FSK405|worm, Fri Jan 02 2009, 05:38AM

at the risk of going off topic, what you say about sled is kinda true, but isnt it part of the fun of the map? the object being to take control of the bowl and run the flag as quick you can, with a high flag limit; a little team co-ordination can get control of the bowl when entrenched, ganging up to assault.
Re: ut4_superman_b5
Mcflurry, Fri Jan 02 2009, 07:29AM

I've played bomb on the current superman map. Red in the security room, black at construction. It's prolly my fav bomb map.
Re: ut4_superman_b5
Boogie Knight, Fri Jan 02 2009, 07:59AM

Truth...I always seem to take a little damage when I drop there from above. Not many go there and theres no way out once your there. Why not leave it?
Same with the doom ledges. I've only been successful maybe once to get there.
Re: ut4_superman_b5
DankRider, Fri Jan 02 2009, 01:52PM

I like the garage ledges that truth is talking about. it is a advanced location. Same with doing the crouch slide up to the first ledge on impending doom. another advanced location. me likes
Re: ut4_superman_b5
wily duck, Fri Jan 02 2009, 06:44PM

Boogie - take this up with me in a PM or email.

Sled is awesome, but let's save that discussion for another thread.

I agree with Dank about the ledges being advanced locations. That will stay as-is, except for specific nodrop clippings. All advanced locations should have nodrop.

Gametypes: Over in FS q/a, there's a separate discussion about b5. $Null wisely pointed out a way to implement bomb mode that effectively rotates gameplay 90 degrees. As for other gametypes, I'd like to put a little more effort into bomb, CaH, maybe even FTL.

TS and TDM modes will operate like CTF - I don't plan to put much attention towards them unless requested this time around.

Building damage? I've put quite a bit of thought into that. There's a good chance that the stuff I really want to do won't be possible until after 4.2. We'll see what the coders give us.
Re: ut4_superman_b5
BanMe, Sat Jan 03 2009, 11:22PM

This has only happened to me 4 or 5 times. I get stuck in one of the pools outside of red building. The only way out is to kill urself
Re: ut4_superman_b5
truth, Mon Jan 05 2009, 11:33PM

yeah that used to happen to me a lot, now i just try not to drop into the pools.

i've played bomb on superman before and it does have bomb sites but its extremely bad right now lol. The problem really with it is that its too hard to get to the bomb to defuse it, and if the bomb sites in the open theres infinite places to snipe somebody defusing and if its in an enclosed position its way too easy to defend it.

all in all i dont think bomb on superman could ever work as well as CTF does.
Re: ut4_superman_b5
FSK405B, Tue Jan 06 2009, 05:53PM

I hear what you're saying, truth, but there are locations that are neither extreme: too open or too closed. Some examples:

Beneath the dark skylight in the red building. You can climb up the side of the red building, you can fly in from at least four different arrows, you can come up from the elevator, down from the roof, it's open on many sides but has cover too.

The construction area can be reached by bus stop, arrow from the top of the garage, from military, and from pond publishing. However it does have walls providing cover. I think this is one of the current bomb sites, and isn't a bad choice.

If one of the levels of the parking garage were opened, it could become a decent bomb site but I would like to see some additional means of access. Improved bus stop into garage, an exit from the highway, the previously mentioned ladder into garage.
Re: ut4_superman_b5
Mcflurry, Tue Jan 06 2009, 06:34PM

Just about every bomb server you play, it turns into TS, bomb sites are too close on small maps. Only 2 maps I can think of that remedy this is superman and eagle.
Re: ut4_superman_b5
truth, Thu Jan 08 2009, 01:03PM


You can climb up the side of the red building,

FSK405B

lol, good luck doing that before the round ends.
Re: ut4_superman_b5
QueenBee, Thu Jan 08 2009, 03:31PM

Ihave no idea if this has been suggested, I am not going to read through god knows how many pages of posts.

1. Please move the red spawns that are in mid air, very annoying.
2. The 3 bounce pads on the lower skyscraper, need to move them farther apart, whenever I jump on the building I get bounce back up, can't seem to make the center jump pad.
3. Put cushions on the back 2 buildings on the red base.
4. Put some buildings in that open field, close it off a bit.
5. Move the blue spawns inside, not supposed to spawn on the flag, move them down below, the ones under the bridge, move them to behind the blue building.
6. Red spawns, they should all be in the office room below the flag or the lobby.
7. If you haven't already, need no drop blocks to the area's where you can't get to, like between the buildings where you can't survive if you fall and the flag gets stuck.

I think that my 2 cents have been added, if I think of anything else, I'll let you know.

Queenbee

Re: ut4_superman_b5
wily duck, Fri Jan 09 2009, 01:40AM

Added: 2g 10a

QueenBee - I'd forseen the possibility of a super-long thread, so the threads' first post has been maintained with all suggestions and comments thus far. Be sure to take a look if you'd like to get a summary of the thread.

1. - The midair spawns are both evil and serve a real time strategic purpose, so I am adverse to removing those. They allow a red player to survey and plot engagement, which can be particularly useful when the red flag sprouts legs.

2. Added 2g. (see the original post in this thread)

3. - There are already 3 in back: the car, both arches. If you land on the flatter part of the arch (remember to hold jump), you'll bump right off a couple feet in front of it. Most people don't think about this, which leaves red scratching their head when blue leaps off the back instead front or sides with the flag.

4. - The parking lot, or park? For the next version, these areas will remain mostly open, so that gameplay remains intact with beta 4. However I will consider adding additional objects out there. Added 10a.

5 & 6. This would cause an extreme change in current gameplay, thus not applicable to the next version. However, post beta 5 / supersoldier (unless I can get the alpha02 enhancements in), this suggestion will be considered more. Upfront, I am adverse to this, due to the advantages/caveats of having the flags on the roof. If the flags were moved inside, that'd be a different story. Note that both spawns have about 4 spawns each near the flag.

7. Yep - addressed with 2f and 7b. Keeping my eye out for other places, like Truth's military lobby hax jump. I'd playerclip it, except places like that are rewards for advanced players, so nodrop will do.


Thanks for the input! Some suggestions I have to be more strict on due to development time, and more importantly keeping the current superman beta series under the supersoldier 1.0 umbrella.

So in the spirit of consistency of a currently working formula, minor changes/fixes and visual upgrades are the focus of the next release. Once ut4_supersoldier goes gold as the pinnacle of the superman series, we can look into much more dramatic changes.

Take a stroll through supersoldier_alpha02 to get a glimpse into possible future additions. Some people really dug this release. Note the map was intended to be played in quake3/q3ut3 (bad lighting and broken sounds in urt4).
supersoldier_alpha02 -> http://gamedev.digitalamusement.com/maps/supersoldier_alpha02.pk3
Re: ut4_superman_b5
Damnton, Fri Jan 09 2009, 03:52AM



You can climb up the side of the red building,

FSK405B

lol, good luck doing that before the round ends.

truth

I like the climbable walls :)
Re: ut4_superman_b5
Reflux, Sun Jan 11 2009, 12:50AM

If you plan on adding the changing of street lights, add some vehicles to obey the signals and can squash the j-walkers.
Re: ut4_superman_b5
truth, Sun Jan 11 2009, 02:32PM



7. Yep - addressed with 2f and 7b. Keeping my eye out for other places, like Truth's military lobby hax jump. I'd playerclip it, except places like that are rewards for advanced players, so nodrop will do.

wily duck

damn i thought that one was going to escape unchanged :D
Re: ut4_superman_b5
truth, Tue Jan 13 2009, 12:34AM

i want to talk a little bit about supersoldier_alpha02.

I think it looks nice (or will when the textures/lighting are fixed) however i have just 2 problems with the changes you made.

1. The rectangular building behind the blue building will be FAR too easy to camp on.

2. Too many places to hide with the flag (think, old garagex5)
Re: ut4_superman_b5
Boogie Knight, Tue Jan 13 2009, 05:12PM

Wily...I've noticed lately that blue sometimes spawns in maintainance in front of the elevator doors. Can't remember that happening before.
Re: ut4_superman_b5
|$|Mr.Sinister, Tue Jan 13 2009, 06:41PM


Wily...I've noticed lately that blue sometimes spawns in maintainance in front of the elevator doors. Can't remember that happening before.

Boogie Knight
boogie, that normally only happens at the begining of a game, thats the only time its happened to me


and willy duck, when can we test out the new beta? if we allready can, where can i download it,

thanks for the help,
sinister
Re: ut4_superman_b5
wily duck, Wed Jan 14 2009, 06:39PM

When? Hopefully within a month if I can get my dev machine working correctly soon. Been using my secondary PC, but I don't always have access to it. There's been a bunch of progress, including cleaning up the streets - currently the streets are a mess of polys. In b5 I've reduced those by probably 90%. The front of the military building has some facelifts, some textures have been cleaned up, working on Pond Publishing, etc etc.

All the comments have really helped sort things out, giving me a way to knock out the issues much more efficiently. Probably take about a week solid to iron all these out. Another for brush upgrades, a few days on texture quality, a few on testing. Probably factor another few for any new stuff like Queenbee was talking about. In real time, this comes out to about a month of dev work (at my current r/l load). Unless I start crunching... eww. :)
Re: ut4_superman_b5
Boogie Knight, Wed Jan 14 2009, 08:54PM

Take a break and play once in a while. We can wait (hardly)
Re: ut4_superman_b5
|$|Mr.Sinister, Thu Jan 15 2009, 02:51PM

okay i look forward to it wily
Re: ut4_superman_b5
wily duck, Fri Jan 16 2009, 03:27PM

Broke in my rebuilt machine last night. Awesome game on superman 24/7.
Re: ut4_superman_b5
CDaly, Tue Feb 03 2009, 06:49PM

Probably way too late to make another suggestion as beta5 apparently already in beta - I haven't found it yet as I'm reading this thread. If the map is available from a secret location please private message me where :)

Anyhow as for the suggestion... add a grappling hook. In an earlier quake (1 or 2 I forget) there was a mod where you had a grappling hook and if you got good at it you could basically move around like spiderman. That would be hella fun on this map and would let people get access to some areas. It would affect game play considerably and might be tough to add if there isn't already a URT mod to steal it from.

You could do one or more of the following to restrict it's use:

-limit the length of the grappling hook rope so one cannot move too far with it's aid

-limit number of times in a spawn it could be used

-have it be an object on the map and only one exists at a time, it would drop wherever the player who had it dies - perhaps a place that is difficult to retrieve it without it's use

I have enjoyed all Superman iterations immensely, thank you Wily for making them.
Re: ut4_superman_b5
CDaly, Tue Feb 03 2009, 06:54PM

Blue roof spawn gets camped pretty hard from a distance (eg military base, doom and ponds). How about giving blue a midair spawn (to safe landing) like red has?
Re: ut4_superman_b5
Pezcado, Sun Feb 08 2009, 07:14AM

The midair landing isn't exactly very safe. I sniper them on the way down, easy targets...
Re: ut4_superman_b5
Pezcado, Sun Feb 08 2009, 07:34AM

Btw, what's this hidden arrow being talked about?
I've played so many times but never noticed any hidden arrrow... anyone care to share? :>
Re: ut4_superman_b5
Pezcado, Sun Feb 08 2009, 08:14AM

Maybe this is a bit of a late suggestion, but regarding a possible arrow/ladder from ground to the garage in order to prevent snipers with flags from camping behind the truck (me most of the time :P), for those who snipe there, it's well known that you can easily pick off these snipers from the red building (the second level). Either that, or coordinate with your team-mates to jump at the same time, or even jump from different directions.

It's a good position to camp but only if you know how to. Most people won't be able to pull off that position for a full minute, let alone the 6mins or whatever until flag return.

I think it should be left as it is. Just my 2c
Re: ut4_superman_b5
Boogie Knight, Sun Feb 08 2009, 09:36AM

Pezcado...thats not a late suggestion (since it has already been suggested). You should read back through these posts before commenting. There used to be an arrow on the 1st floor of the garage (when the entire garage was open) that took you up to those top two ramps. They were seperated alittle and you could easily fit between them. There are several players who can hold that truck position for more than a minute.
Re: ut4_superman_b5
wily duck, Sun Feb 08 2009, 03:18PM


Probably way too late to make another suggestion as beta5 apparently already in beta - I haven't found it yet as I'm reading this thread. If the map is available from a secret location please private message me where :)

Anyhow as for the suggestion... add a grappling hook. In an earlier quake (1 or 2 I forget) there was a mod where you had a grappling hook and if you got good at it you could basically move around like spiderman. That would be hella fun on this map and would let people get access to some areas. It would affect game play considerably and might be tough to add if there isn't already a URT mod to steal it from.

You could do one or more of the following to restrict it's use:

-limit the length of the grappling hook rope so one cannot move too far with it's aid

-limit number of times in a spawn it could be used

-have it be an object on the map and only one exists at a time, it would drop wherever the player who had it dies - perhaps a place that is difficult to retrieve it without it's use

I have enjoyed all Superman iterations immensely, thank you Wily for making them.

CDaly


No, there is no way I can implement a grappling hook.

You're speaking of the Requiem mod - perhaps one of the greatest quake mods ever. The grappling hook was beyond fun. It was the most versatile item/weapon in any FPS imo. Do you have any idea how many hours I burned on the claustrophobus map? So as you might imagine, Requiem has influenced superman's ultra fast gameplay.

You're welcome. :)
Re: ut4_superman_b5
BanMe, Sun Feb 08 2009, 05:18PM

PLS don't change the garage. I love to camp there. Good for sniper practice
Re: ut4_superman_b5
Pezcado, Sun Feb 08 2009, 09:09PM

I just had this idea that woke me up from my nap, i'd thought i'd share :P

How about adding an underground component to the game. Have a network of tunnels and rooms. It's a major gameplay changer, but it would certainly add another element to the game :p

And to boogie knight, I did read the posts. What i'm referring to is how it SHOULDN'T be implemented ;)
Apparently Ban likes to snipe there too hehe
Re: ut4_superman_b5
mindriot, Sun Feb 08 2009, 11:52PM



How about adding an underground component to the game. Have a network of tunnels and rooms. It's a major gameplay changer, but it would certainly add another element to the game :p

Pezcado

although it would be interesting, i'm against it. it's already bad enough trying to find the flags sometimes.
Re: ut4_superman_b5
truth, Mon Feb 09 2009, 03:04AM

forget a grappling hook, you need an arrow gun that shoots temporary arrows for you to use, while itll never happen imagine how awesome and gameplay breaking that would be.

there should also be a CTF only item called fake flag that makes it look like you're carrying the enemies flag but you really arent lol.
Re: ut4_superman_b5
BanMe, Mon Feb 09 2009, 07:16AM

It would be funny if you could steal your own flag and hide it. The enemy could never find it :)
Re: ut4_superman_b5
wily duck, Tue Feb 10 2009, 12:05AM

There is a plan for a tunnel in the future, not now though.
Re: ut4_superman_b5
Pezcado, Tue Feb 10 2009, 03:04AM


It would be funny if you could steal your own flag and hide it. The enemy could never find it :)

|$|Ban-Me

My gosh, sometimes the game lasts for hours as it is. Can't imagine how frustrating it'd be if ppl start hiding their own flags :P
Re: ut4_superman_b5
BanMe, Wed Feb 11 2009, 05:43PM

Days for one capture. LOL
Re: ut4_superman_b5
CDaly, Fri Feb 13 2009, 10:12PM


forget a grappling hook, you need an arrow gun that shoots temporary arrows for you to use, while itll never happen imagine how awesome and gameplay breaking that would be.

truth

Well why not? Only instead of arrows with substantial lift, how about small carefully placed explosive charges (nades - hand or hk69 variety) with modest lift (10-20ft). In Requiem and/or other earlier quake rocket jumping use to be another means of transportation, poorly placed or timed and you blew yourself up. Nades are lethal if close with tremendous lift (corpses can fly off a roof which I find most amusing) and only inflict minor damage but no lift if at a reasonable distance.

Think about it, 10-20ft of lift is enough height to curb stomp. I would like to add that having the lower person in a midair collision stomped instead of the the upper person lemming was one of the best improvements to superman ever :) If you don't land on someone, get sent off a roof frantically looking for an arrow or soft spot then you'll bang up your legs upon landing giving you a slight limp until you med yourself. Non-lethal nade blowback just reduces health but one doesn't need to medic oneself, develop a limp or otherwise become impaired. A nearby nade should have some disorienting or maiming effect when not lethal. This might help clearing roofs of pesky campers, if they are close enough to an edge over they go.

Blowback should be up and away from the epicenter of the blast. There is a mild amount of blowback already now so maybe this is something easily influenced in URT. Jumping up or otherwise being in the air at the time of the explosion should exaggerate the effect somewhat, particularly in the vertical direction. Nades are tough to time well, especially someone else's if you are unsure when they pulled the pin, with their delayed fuse and can also bounce, "flying monkey", so highly unpredictable. Well timed and placed one could kill or injure an enemy and at the same time send you on a direction you want.

Just a thought that occurred to me so thought I would share.
Re: ut4_superman_b5
BanMe, Sun Feb 15 2009, 01:23AM

The map is AWESOME!
Re: ut4_superman_b5
BanMe, Sun Feb 15 2009, 01:56AM

Small difference. Probably doesnt effect anyting. The XYZ speed when jumping from garage to red roof in superman_b5 is 3837 in superman_b4 it is 3832 heres 2 screenies. Oh and the lights are gone on the tower

Re: ut4_superman_b5
FSK405|worm, Sun Feb 15 2009, 03:59AM

I have to say I like the lack of lights on red base. It makes the building look more domineering, like an old school bank tower.

Wily, I didn't get a great deal of time on there last night, but I'm really liking what you've done. Textures all over the place just looking...nicer.

Area under pond is looking very nice. Are there plans to add an inside? I noticed there are opening doors on the bottom.

Look forward to the next session
Re: ut4_superman_b5
BanMe, Sun Feb 15 2009, 09:21AM

Those old lights on the tower can be used to time a granade for the roof. if you start holding the granade at the last light it wall make it perfectly to the stairs or back corner and explode
Re: ut4_superman_b5
CDaly, Fri Feb 20 2009, 02:00PM

What's the b5 server password? Someone PM it to me please, I want to try!

Thinking more about this map the additional and bizarre ways someone can die compared to regular URT is part of it's appeal, also jumps and flying. The curb stomps, booting someone out of a window or off a roof so they lemming, etc can be much more gratifying than shooting someone.

I saw your comment Wily that helicopters are out, which I am glad to hear as too many people use to be interested in little more than taking a ride in the sands map. For beta6 or later how about vehicle traffic? You already have the lights there. When a light changes a car (taxi cab) or bus that is stopped could take off and maybe take out a jay walker. A button that can be pressed or shot (from a distance) at the crosswalks could influence the lights. Car swerving as if driver is intoxicated would be sweet and make it harder to avoid. When a car is stopped one could stand on it and try to ride the roof or hood as it goes, if a jump is timed well maybe this could help someone get to the lower level roof of doom. When stopped vehicles could be like the current stationary vehicles and provide a landing spot. Maybe having some of the current stationary vehicles participate would be good too.
Re: ut4_superman_b5
DankRider, Sun Feb 22 2009, 07:03PM

Couple notes to ut4_superman_b5 - test 4ut4_superman_b5_test004

1 - you can shoot, boot and knife ppl threw the floor under the small building on top of the blue base. Example if a player is in the building you can crouch under the small bldg jump see threw the floor and boot the player inside.

2 - The steps by the water fall appear to be cement but they sound like metal stairs.
Re: ut4_superman_b5
maxwell Smart, Sun Feb 22 2009, 08:16PM

I just found the new b5 superman level playing for a few minutes and being a die hard superman player logging over 800 hours,I would love to check it out.
If anybody can message me the password,I would love to check it out
Re: ut4_superman_b5
deleted-user, Sun Feb 22 2009, 09:41PM

Aye Aye, same here. Or a place I can check it out at ;) Whatever's appropriate.
Re: ut4_superman_b5
wily duck, Sun Feb 22 2009, 11:31PM

Max - you bet man. Send me a PM with your email address, I'll get you in for the next test.

CDaly - you don't ask for much. Actually almost all your ideas would be difficult to implement even for the lead programmer of the mod! :) The real attraction is figuring out what you can do within the limits of the game. Remember Neo, some rules can be bent, some broken. You really think people are supposed to survive hitting the arches? :D

Ban_Me - have we really come to competition-ish reliance upon predictable behavior in the map? I'm going to random change something just for you, like move a building forward one unit. buwahahahaha
Re: ut4_superman_b5
CDaly, Fri Feb 27 2009, 12:16PM

Wily - I realize my suggestions are a bit over the top and perhaps beyond the realm of what can be done in URT but figured I might as well throw them out there :) It might have been with the earlier q3 engine, pre-ioquake but there were a couple maps with moving cars.

Anyway, really looking forward to seeing b5.

Cheers
Re: ut4_superman_b5
deleted-user, Fri Feb 27 2009, 01:33PM

Just to put it out there, I think it'd be awesome if we could get into the other high-rise buildings on the map. If only for the sake of "going exploring". If there were more to do on/in Doom as well as the helipad building, more of the map could come into play during a game.

Are you still doing the superman list of names thing?
Re: ut4_superman_b5
theSheilaDivine, Fri Feb 27 2009, 02:18PM

Wily,

Along the vein of what CD Aly is asking, I'd also like you to incorporate the ability to let us use our own faces on the skin's faces.

Please add some body armor for the legs and arms, bring back flash grenades and...

...I think you should add a tank that we can get in and knock down the black tower.

Please add an RPG as a primary weapon.

I also see you were toying with a working door at the base of the helicopter building. It'd be nice if you could turn this into a brothel, where players can go relax after several hours of hard UrT playing.

Thanks much!
Re: ut4_superman_b5
wily duck, Fri Feb 27 2009, 08:19PM

For you sheila, I will have the buildings transform into giant robots that you can pilot, and have godzilla vs gammara-esque battles. Kinda like voltron so each team member can control a part of the robot. Flags will be on the robots head so you'll have to rip off their head and wear it on your own to cap.
Re: ut4_superman_b5
|$|Mindfreak, Sat Feb 28 2009, 04:06AM

lmao x) that would be cool :-P
Re: ut4_superman_b5
wily duck, Tue Mar 03 2009, 12:39PM

Ok I think this thread is obsolete at this point. There are a few points I'd like to make in closing.

First - everyone's feedback has been exceptionally great. We've knocked out countless problems, from big ones to "don't know if you care but" issues.

Second - as of test6, I heard a compliment that really sunk in: the map is starting to look professional. That gets me all warm and fuzzy.

Third - hmm how to put this. "No core gameplay changes." I've experimented with the limits of this by adding new features to the map. At this point, it seems that I haven't breached core gameplay, but the secondary gameplay has definitely been enhanced. There's new things to do! New ways to get around! Most are subtle, requiring intermediate knowledge of the map.

Fourth - I'm heavily considering 2 core gameplay changes - actually enhancements but you get the idea. This is due to legitimate feedback that accommodates CTF, Bomb, and CAH, creating proper game flow to some of the slower parts of the map. Specifically, an arrow at ponds' base to roof, and fast ground point from Krat (construction) inwards to the center. While this would not affect most situations, it does bring forth new gameplay elements by bringing those areas into the speedy fray.

Continued updates will be put into other threads. Thanks everyone!!!

-wily duck
:V
Re: ut4_superman_b5
deleted-user, Tue Mar 03 2009, 12:42PM

Sounds awesome Wily! Thanks again ;)
Re: ut4_superman_b5
Boogie Knight, Tue Mar 03 2009, 01:49PM

Will you marry me?
Re: ut4_superman_b5
theSheilaDivine, Tue Mar 03 2009, 05:05PM

minor rim border issue on the top of Doom.
Re: ut4_superman_b5
wily duck, Tue Mar 03 2009, 06:39PM

No more posts in this thread please. Already addressed this issues as posted in the progress thread. Sheila could you edit out the attached image so others don't accidentally also post here too? Appreciated!
Re: ut4_superman_b5
Fokker, Tue Mar 03 2009, 07:19PM

locked ....