Method@Posted: Wed Mar 16, 2005 2:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 12:49 pm :
Thanks, those links should come in handy :)



Method@Posted: Thu Mar 17, 2005 12:51 am :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 1:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 2:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 3:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 5:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 7:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 7:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 9:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 10:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 10:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 8:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 5:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 3:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 4:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 9:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 4:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 5:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 8:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



AerithScar@Posted: Wed Apr 13, 2005 9:53 pm :
I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).



Method@Posted: Sat Apr 16, 2005 2:35 am :
I added a link to tutorial I wrote recently for the CTF:

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sat Apr 23, 2005 6:47 pm :
Where can i find the CTF-signs and stuff?



Method@Posted: Sat Apr 23, 2005 8:28 pm :
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sun Apr 24, 2005 12:20 pm :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


Yeah, but they suck. Are there no team-banner models? For example like in Quake3?

Banners like this: (blue banner left on the screenshot)
Image



Method@Posted: Sun Apr 24, 2005 8:59 pm :
No, there're only decals, but I like them.

Method



MelvinB@Posted: Mon Apr 25, 2005 6:16 pm :
They look butt-ugly on a white wall as you can see here (as a test):
Image

Very very WIP-screens: (ignore the glitches etc)
http://img.photobucket.com/albums/v62/M ... -WIP_1.jpg
http://img.photobucket.com/albums/v62/M ... -WIP_2.jpg



smurkenstein@Posted: Mon Apr 25, 2005 7:28 pm :
Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really :(

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.



MelvinB@Posted: Mon Apr 25, 2005 7:35 pm :
smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map



It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".



Method@Posted: Mon Apr 25, 2005 11:46 pm :
The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method



Tetzlaff@Posted: Tue May 03, 2005 6:27 pm :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.



Method@Posted: Tue May 03, 2005 10:36 pm :
Tetzlaff wrote:
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.


Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method



Tetzlaff@Posted: Wed May 04, 2005 6:36 am :
As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.



Method@Posted: Wed May 04, 2005 7:05 am :
Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Method



MelvinB@Posted: Wed May 04, 2005 6:04 pm :
CTF Theory



Method@Posted: Wed May 04, 2005 11:36 pm :
Nice find MelvinB. I added the link to the links section.

Method



MelvinB@Posted: Thu Jun 09, 2005 6:52 pm :
Is this one already posted before?

PlanetQuake - CTF Map Making Guide



Method@Posted: Fri Jun 10, 2005 1:07 am :
Yea, that's the third link in LEVEL DESIGN section. It's actually one of the first articles I found about CTF LD. Thanks for posting though.

Method



AerithScar@Posted: Wed Apr 13, 2005 9:53 pm :
I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).



Method@Posted: Sat Apr 16, 2005 2:35 am :
I added a link to tutorial I wrote recently for the CTF:

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sat Apr 23, 2005 6:47 pm :
Where can i find the CTF-signs and stuff?



Method@Posted: Sat Apr 23, 2005 8:28 pm :
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sun Apr 24, 2005 12:20 pm :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


Yeah, but they suck. Are there no team-banner models? For example like in Quake3?

Banners like this: (blue banner left on the screenshot)
Image



Method@Posted: Sun Apr 24, 2005 8:59 pm :
No, there're only decals, but I like them.

Method



MelvinB@Posted: Mon Apr 25, 2005 6:16 pm :
They look butt-ugly on a white wall as you can see here (as a test):
Image

Very very WIP-screens: (ignore the glitches etc)
http://img.photobucket.com/albums/v62/M ... -WIP_1.jpg
http://img.photobucket.com/albums/v62/M ... -WIP_2.jpg



smurkenstein@Posted: Mon Apr 25, 2005 7:28 pm :
Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really :(

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.



MelvinB@Posted: Mon Apr 25, 2005 7:35 pm :
smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map



It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".



Method@Posted: Mon Apr 25, 2005 11:46 pm :
The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method



Tetzlaff@Posted: Tue May 03, 2005 6:27 pm :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.



Method@Posted: Tue May 03, 2005 10:36 pm :
Tetzlaff wrote:
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.


Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method



Tetzlaff@Posted: Wed May 04, 2005 6:36 am :
As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.



Method@Posted: Wed May 04, 2005 7:05 am :
Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Method



MelvinB@Posted: Wed May 04, 2005 6:04 pm :
CTF Theory



Method@Posted: Wed May 04, 2005 11:36 pm :
Nice find MelvinB. I added the link to the links section.

Method



MelvinB@Posted: Thu Jun 09, 2005 6:52 pm :
Is this one already posted before?

PlanetQuake - CTF Map Making Guide



Method@Posted: Fri Jun 10, 2005 1:07 am :
Yea, that's the third link in LEVEL DESIGN section. It's actually one of the first articles I found about CTF LD. Thanks for posting though.

Method



Method@Posted: Wed Mar 16, 2005 2:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 12:49 pm :
Thanks, those links should come in handy :)



Method@Posted: Thu Mar 17, 2005 12:51 am :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 1:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 2:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 3:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 5:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 7:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 7:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 9:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 10:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 10:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 8:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 5:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 3:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 4:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 9:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 4:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 5:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 8:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



AerithScar@Posted: Wed Apr 13, 2005 9:53 pm :
I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).



Method@Posted: Sat Apr 16, 2005 2:35 am :
I added a link to tutorial I wrote recently for the CTF:

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sat Apr 23, 2005 6:47 pm :
Where can i find the CTF-signs and stuff?



Method@Posted: Sat Apr 23, 2005 8:28 pm :
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sun Apr 24, 2005 12:20 pm :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


Yeah, but they suck. Are there no team-banner models? For example like in Quake3?

Banners like this: (blue banner left on the screenshot)
Image



Method@Posted: Sun Apr 24, 2005 8:59 pm :
No, there're only decals, but I like them.

Method



MelvinB@Posted: Mon Apr 25, 2005 6:16 pm :
They look butt-ugly on a white wall as you can see here (as a test):
Image

Very very WIP-screens: (ignore the glitches etc)
http://img.photobucket.com/albums/v62/M ... -WIP_1.jpg
http://img.photobucket.com/albums/v62/M ... -WIP_2.jpg



smurkenstein@Posted: Mon Apr 25, 2005 7:28 pm :
Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really :(

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.



MelvinB@Posted: Mon Apr 25, 2005 7:35 pm :
smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map



It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".



Method@Posted: Mon Apr 25, 2005 11:46 pm :
The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method



Tetzlaff@Posted: Tue May 03, 2005 6:27 pm :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.



Method@Posted: Tue May 03, 2005 10:36 pm :
Tetzlaff wrote:
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.


Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method



Tetzlaff@Posted: Wed May 04, 2005 6:36 am :
As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.



Method@Posted: Wed May 04, 2005 7:05 am :
Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Method



MelvinB@Posted: Wed May 04, 2005 6:04 pm :
CTF Theory



Method@Posted: Wed May 04, 2005 11:36 pm :
Nice find MelvinB. I added the link to the links section.

Method



MelvinB@Posted: Thu Jun 09, 2005 6:52 pm :
Is this one already posted before?

PlanetQuake - CTF Map Making Guide



Method@Posted: Fri Jun 10, 2005 1:07 am :
Yea, that's the third link in LEVEL DESIGN section. It's actually one of the first articles I found about CTF LD. Thanks for posting though.

Method



AerithScar@Posted: Wed Apr 13, 2005 9:53 pm :
I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).



Method@Posted: Sat Apr 16, 2005 2:35 am :
I added a link to tutorial I wrote recently for the CTF:

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sat Apr 23, 2005 6:47 pm :
Where can i find the CTF-signs and stuff?



Method@Posted: Sat Apr 23, 2005 8:28 pm :
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sun Apr 24, 2005 12:20 pm :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


Yeah, but they suck. Are there no team-banner models? For example like in Quake3?

Banners like this: (blue banner left on the screenshot)
Image



Method@Posted: Sun Apr 24, 2005 8:59 pm :
No, there're only decals, but I like them.

Method



MelvinB@Posted: Mon Apr 25, 2005 6:16 pm :
They look butt-ugly on a white wall as you can see here (as a test):
Image

Very very WIP-screens: (ignore the glitches etc)
http://img.photobucket.com/albums/v62/M ... -WIP_1.jpg
http://img.photobucket.com/albums/v62/M ... -WIP_2.jpg



smurkenstein@Posted: Mon Apr 25, 2005 7:28 pm :
Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really :(

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.



MelvinB@Posted: Mon Apr 25, 2005 7:35 pm :
smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map



It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".



Method@Posted: Mon Apr 25, 2005 11:46 pm :
The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method



Tetzlaff@Posted: Tue May 03, 2005 6:27 pm :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.



Method@Posted: Tue May 03, 2005 10:36 pm :
Tetzlaff wrote:
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.


Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method



Tetzlaff@Posted: Wed May 04, 2005 6:36 am :
As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.



Method@Posted: Wed May 04, 2005 7:05 am :
Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Method



MelvinB@Posted: Wed May 04, 2005 6:04 pm :
CTF Theory



Method@Posted: Wed May 04, 2005 11:36 pm :
Nice find MelvinB. I added the link to the links section.

Method



MelvinB@Posted: Thu Jun 09, 2005 6:52 pm :
Is this one already posted before?

PlanetQuake - CTF Map Making Guide



Method@Posted: Fri Jun 10, 2005 1:07 am :
Yea, that's the third link in LEVEL DESIGN section. It's actually one of the first articles I found about CTF LD. Thanks for posting though.

Method



Method@Posted: Wed Mar 16, 2005 2:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 12:49 pm :
Thanks, those links should come in handy :)



Method@Posted: Thu Mar 17, 2005 12:51 am :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 1:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 2:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 3:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 5:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 7:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 7:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 9:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 10:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 10:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 8:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 5:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 3:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 4:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 9:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 4:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 5:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 8:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



AerithScar@Posted: Wed Apr 13, 2005 9:53 pm :
I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).



Method@Posted: Sat Apr 16, 2005 2:35 am :
I added a link to tutorial I wrote recently for the CTF:

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sat Apr 23, 2005 6:47 pm :
Where can i find the CTF-signs and stuff?



Method@Posted: Sat Apr 23, 2005 8:28 pm :
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sun Apr 24, 2005 12:20 pm :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


Yeah, but they suck. Are there no team-banner models? For example like in Quake3?

Banners like this: (blue banner left on the screenshot)
Image



Method@Posted: Sun Apr 24, 2005 8:59 pm :
No, there're only decals, but I like them.

Method



MelvinB@Posted: Mon Apr 25, 2005 6:16 pm :
They look butt-ugly on a white wall as you can see here (as a test):
Image

Very very WIP-screens: (ignore the glitches etc)
http://img.photobucket.com/albums/v62/M ... -WIP_1.jpg
http://img.photobucket.com/albums/v62/M ... -WIP_2.jpg



smurkenstein@Posted: Mon Apr 25, 2005 7:28 pm :
Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really :(

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.



MelvinB@Posted: Mon Apr 25, 2005 7:35 pm :
smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map



It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".



Method@Posted: Mon Apr 25, 2005 11:46 pm :
The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method



Tetzlaff@Posted: Tue May 03, 2005 6:27 pm :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.



Method@Posted: Tue May 03, 2005 10:36 pm :
Tetzlaff wrote:
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.


Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method



Tetzlaff@Posted: Wed May 04, 2005 6:36 am :
As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.



Method@Posted: Wed May 04, 2005 7:05 am :
Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Method



MelvinB@Posted: Wed May 04, 2005 6:04 pm :
CTF Theory



Method@Posted: Wed May 04, 2005 11:36 pm :
Nice find MelvinB. I added the link to the links section.

Method



MelvinB@Posted: Thu Jun 09, 2005 6:52 pm :
Is this one already posted before?

PlanetQuake - CTF Map Making Guide



Method@Posted: Fri Jun 10, 2005 1:07 am :
Yea, that's the third link in LEVEL DESIGN section. It's actually one of the first articles I found about CTF LD. Thanks for posting though.

Method



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 2:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 12:49 pm :
Thanks, those links should come in handy :)



Method@Posted: Thu Mar 17, 2005 12:51 am :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 1:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 2:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 3:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 5:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 7:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 7:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 9:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 10:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 10:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 8:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 5:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 3:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 4:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 9:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 4:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 5:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 8:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am    Post subject: Doom 3 CTF Level Design Resources: D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method
_________________
www.methodonline.com
www.gamedesign.net


Last edited by Method on Sat Jul 02, 2005 6:08 am; edited 15 times in total



W01f@Posted: Wed Mar 16, 2005 11:49 am    Post subject: : Thanks, those links should come in handy Smile
_________________
..and she says "Ohhh I like your shirt! Isn't that Tupac?" ... I was wearing a KoRn shirt, for the love of god - KoRnScythe



Method@Posted: Wed Mar 16, 2005 11:51 pm    Post subject: : Then Moderators should make it sticky, hopefully we'll get more links to add.

Method
_________________
www.methodonline.com
www.gamedesign.net



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am    Post subject: : While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



Method@Posted: Thu Mar 17, 2005 1:14 am    Post subject: : I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method
_________________
www.methodonline.com
www.gamedesign.net



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am    Post subject: : Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



Method@Posted: Thu Mar 17, 2005 4:15 am    Post subject: : Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method
_________________
www.methodonline.com
www.gamedesign.net


Last edited by Method on Thu Mar 17, 2005 6:49 am; edited 1 time in total



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am    Post subject: : Stickied, although I think it gets lost among all the other stickied threads here.
_________________
Staff
Learn something today? Why not write an article about it on modwiki.net?



Method@Posted: Thu Mar 17, 2005 6:48 am    Post subject: : Thanks for sticky'ing it, rich.

Method
_________________
www.methodonline.com
www.gamedesign.net



Method@Posted: Tue Mar 22, 2005 8:27 am    Post subject: : Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method
_________________
www.methodonline.com
www.gamedesign.net


Last edited by Method on Thu Mar 24, 2005 7:38 am; edited 1 time in total



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am    Post subject: : http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.
_________________
....to forget



Method@Posted: Tue Mar 22, 2005 9:48 am    Post subject: : Threewave site is the main one, but it doesn't include any articles Sad I'll include it anyways. Thanks.

Method
_________________
www.methodonline.com
www.gamedesign.net



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



Method@Posted: Wed Mar 16, 2005 1:13 am :
D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method



W01f@Posted: Wed Mar 16, 2005 11:49 am :
Thanks, those links should come in handy :)



Method@Posted: Wed Mar 16, 2005 11:51 pm :
Then Moderators should make it sticky, hopefully we'll get more links to add.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am :
While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017



Method@Posted: Thu Mar 17, 2005 1:14 am :
I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am :
Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?



Method@Posted: Thu Mar 17, 2005 4:15 am :
Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

Method



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am :
Stickied, although I think it gets lost among all the other stickied threads here.



Method@Posted: Thu Mar 17, 2005 6:48 am :
Thanks for sticky'ing it, rich.

Method



Method@Posted: Tue Mar 22, 2005 8:27 am :
Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

Method



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am :
http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.



Method@Posted: Tue Mar 22, 2005 9:48 am :
Threewave site is the main one, but it doesn't include any articles :( I'll include it anyways. Thanks.

Method



Method@Posted: Wed Mar 23, 2005 7:34 pm :
Added Capture the Game link and organized the resources links.

Method



Method@Posted: Sat Mar 26, 2005 4:37 am :
Added CTF screenshot and a new link - Mapping for CTF.

Method



Wastrel@Posted: Tue Mar 29, 2005 2:22 am :
http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. :oops:



Method@Posted: Tue Mar 29, 2005 3:59 am :
I'll add your link to the MISC section.

Method



Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm :
Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am :
If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! ;-)



Method@Posted: Sat Apr 09, 2005 4:15 am :
I thought d3ctf1 and d3ctf4 were very open maps.

Method



MelvinB@Posted: Sun Apr 10, 2005 7:58 pm :
Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. :)


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/M ... t_WIP1.jpg
http://img.photobucket.com/albums/v62/M ... t_WIP2.jpg



AerithScar@Posted: Wed Apr 13, 2005 8:53 pm    Post subject: : I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).


Method@Posted: Sat Apr 16, 2005 1:35 am    Post subject: : I added a link to tutorial I wrote recently for the CTF:

http://method.gamedesign.net/ctf.htm

Method
_________________
www.methodonline.com
www.gamedesign.net



MelvinB@Posted: Sat Apr 23, 2005 5:47 pm    Post subject: : Where can i find the CTF-signs and stuff?
_________________
]|[ Melvin ]|[



Method@Posted: Sat Apr 23, 2005 7:28 pm    Post subject: : You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method
_________________
www.methodonline.com
www.gamedesign.net



MelvinB@Posted: Sun Apr 24, 2005 11:20 am    Post subject: :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


Yeah, but they suck. Are there no team-banner models? For example like in Quake3?

Banners like this: (blue banner left on the screenshot)

_________________
]|[ Melvin ]|[



Method@Posted: Sun Apr 24, 2005 7:59 pm    Post subject: : No, there're only decals, but I like them.

Method
_________________
www.methodonline.com
www.gamedesign.net



MelvinB@Posted: Mon Apr 25, 2005 5:16 pm    Post subject: : They look butt-ugly on a white wall as you can see here (as a test):


Very very WIP-screens: (ignore the glitches etc)
http://img.photobucket.com/albums/v62/MelvinB/CTF-WIP_1.jpg
http://img.photobucket.com/albums/v62/MelvinB/CTF-WIP_2.jpg
_________________
]|[ Melvin ]|[



smurkenstein@Posted: Mon Apr 25, 2005 6:28 pm    Post subject: : Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really Sad

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.
_________________
....to forget



MelvinB@Posted: Mon Apr 25, 2005 6:35 pm    Post subject: :
smurkenstein wrote:


Thats nice, btw...reminds me of a q3 ctf map



It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".
_________________
]|[ Melvin ]|[


Last edited by MelvinB on Mon Apr 25, 2005 6:37 pm; edited 1 time in total



Method@Posted: Mon Apr 25, 2005 10:46 pm    Post subject: : The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method
_________________
www.methodonline.com
www.gamedesign.net



Tetzlaff@Posted: Tue May 03, 2005 5:27 pm    Post subject: :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.



Method@Posted: Tue May 03, 2005 9:36 pm    Post subject: :
Tetzlaff wrote:
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.


Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method
_________________
www.methodonline.com
www.gamedesign.net



Tetzlaff@Posted: Wed May 04, 2005 5:36 am    Post subject: : As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.


AerithScar@Posted: Wed Apr 13, 2005 8:53 pm :
I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).



Method@Posted: Sat Apr 16, 2005 1:35 am :
I added a link to tutorial I wrote recently for the CTF:

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sat Apr 23, 2005 5:47 pm :
Where can i find the CTF-signs and stuff?



Method@Posted: Sat Apr 23, 2005 7:28 pm :
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sun Apr 24, 2005 11:20 am :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


Yeah, but they suck. Are there no team-banner models? For example like in Quake3?

Banners like this: (blue banner left on the screenshot)
Image



Method@Posted: Sun Apr 24, 2005 7:59 pm :
No, there're only decals, but I like them.

Method



MelvinB@Posted: Mon Apr 25, 2005 5:16 pm :
They look butt-ugly on a white wall as you can see here (as a test):
Image

Very very WIP-screens: (ignore the glitches etc)
http://img.photobucket.com/albums/v62/M ... -WIP_1.jpg
http://img.photobucket.com/albums/v62/M ... -WIP_2.jpg



smurkenstein@Posted: Mon Apr 25, 2005 6:28 pm :
Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really :(

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.



MelvinB@Posted: Mon Apr 25, 2005 6:35 pm :
smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map



It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".



Method@Posted: Mon Apr 25, 2005 10:46 pm :
The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method



Tetzlaff@Posted: Tue May 03, 2005 5:27 pm :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.



Method@Posted: Tue May 03, 2005 9:36 pm :
Tetzlaff wrote:
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.


Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method



Tetzlaff@Posted: Wed May 04, 2005 5:36 am :
As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.



Method@Posted: Wed May 04, 2005 6:05 am :
Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Method



MelvinB@Posted: Wed May 04, 2005 5:04 pm :
CTF Theory



Method@Posted: Wed May 04, 2005 10:36 pm :
Nice find MelvinB. I added the link to the links section.

Method



MelvinB@Posted: Thu Jun 09, 2005 5:52 pm :
Is this one already posted before?

PlanetQuake - CTF Map Making Guide



Method@Posted: Fri Jun 10, 2005 12:07 am :
Yea, that's the third link in LEVEL DESIGN section. It's actually one of the first articles I found about CTF LD. Thanks for posting though.

Method



AerithScar@Posted: Wed Apr 13, 2005 8:53 pm :
I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).



Method@Posted: Sat Apr 16, 2005 1:35 am :
I added a link to tutorial I wrote recently for the CTF:

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sat Apr 23, 2005 5:47 pm :
Where can i find the CTF-signs and stuff?



Method@Posted: Sat Apr 23, 2005 7:28 pm :
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sun Apr 24, 2005 11:20 am :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


Yeah, but they suck. Are there no team-banner models? For example like in Quake3?

Banners like this: (blue banner left on the screenshot)
Image



Method@Posted: Sun Apr 24, 2005 7:59 pm :
No, there're only decals, but I like them.

Method



MelvinB@Posted: Mon Apr 25, 2005 5:16 pm :
They look butt-ugly on a white wall as you can see here (as a test):
Image

Very very WIP-screens: (ignore the glitches etc)
http://img.photobucket.com/albums/v62/M ... -WIP_1.jpg
http://img.photobucket.com/albums/v62/M ... -WIP_2.jpg



smurkenstein@Posted: Mon Apr 25, 2005 6:28 pm :
Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really :(

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.



MelvinB@Posted: Mon Apr 25, 2005 6:35 pm :
smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map



It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".



Method@Posted: Mon Apr 25, 2005 10:46 pm :
The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method



Tetzlaff@Posted: Tue May 03, 2005 5:27 pm :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.



Method@Posted: Tue May 03, 2005 9:36 pm :
Tetzlaff wrote:
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.


Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method



Tetzlaff@Posted: Wed May 04, 2005 5:36 am :
As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.



Method@Posted: Wed May 04, 2005 6:05 am :
Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Method



MelvinB@Posted: Wed May 04, 2005 5:04 pm :
CTF Theory



Method@Posted: Wed May 04, 2005 10:36 pm :
Nice find MelvinB. I added the link to the links section.

Method



MelvinB@Posted: Thu Jun 09, 2005 5:52 pm :
Is this one already posted before?

PlanetQuake - CTF Map Making Guide



Method@Posted: Fri Jun 10, 2005 12:07 am :
Yea, that's the third link in LEVEL DESIGN section. It's actually one of the first articles I found about CTF LD. Thanks for posting though.

Method



AerithScar@Posted: Wed Apr 13, 2005 8:53 pm :
I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).



Method@Posted: Sat Apr 16, 2005 1:35 am :
I added a link to tutorial I wrote recently for the CTF:

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sat Apr 23, 2005 5:47 pm :
Where can i find the CTF-signs and stuff?



Method@Posted: Sat Apr 23, 2005 7:28 pm :
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sun Apr 24, 2005 11:20 am :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


Yeah, but they suck. Are there no team-banner models? For example like in Quake3?

Banners like this: (blue banner left on the screenshot)
Image



Method@Posted: Sun Apr 24, 2005 7:59 pm :
No, there're only decals, but I like them.

Method



MelvinB@Posted: Mon Apr 25, 2005 5:16 pm :
They look butt-ugly on a white wall as you can see here (as a test):
Image

Very very WIP-screens: (ignore the glitches etc)
http://img.photobucket.com/albums/v62/M ... -WIP_1.jpg
http://img.photobucket.com/albums/v62/M ... -WIP_2.jpg



smurkenstein@Posted: Mon Apr 25, 2005 6:28 pm :
Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really :(

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.



MelvinB@Posted: Mon Apr 25, 2005 6:35 pm :
smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map



It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".



Method@Posted: Mon Apr 25, 2005 10:46 pm :
The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method



Tetzlaff@Posted: Tue May 03, 2005 5:27 pm :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.



Method@Posted: Tue May 03, 2005 9:36 pm :
Tetzlaff wrote:
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.


Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method



Tetzlaff@Posted: Wed May 04, 2005 5:36 am :
As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.



Method@Posted: Wed May 04, 2005 6:05 am :
Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Method



MelvinB@Posted: Wed May 04, 2005 5:04 pm :
CTF Theory



Method@Posted: Wed May 04, 2005 10:36 pm :
Nice find MelvinB. I added the link to the links section.

Method



MelvinB@Posted: Thu Jun 09, 2005 5:52 pm :
Is this one already posted before?

PlanetQuake - CTF Map Making Guide



Method@Posted: Fri Jun 10, 2005 12:07 am :
Yea, that's the third link in LEVEL DESIGN section. It's actually one of the first articles I found about CTF LD. Thanks for posting though.

Method



AerithScar@Posted: Wed Apr 13, 2005 8:53 pm :
I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).



Method@Posted: Sat Apr 16, 2005 1:35 am :
I added a link to tutorial I wrote recently for the CTF:

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sat Apr 23, 2005 5:47 pm :
Where can i find the CTF-signs and stuff?



Method@Posted: Sat Apr 23, 2005 7:28 pm :
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sun Apr 24, 2005 11:20 am :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


Yeah, but they suck. Are there no team-banner models? For example like in Quake3?

Banners like this: (blue banner left on the screenshot)
Image



Method@Posted: Sun Apr 24, 2005 7:59 pm :
No, there're only decals, but I like them.

Method



MelvinB@Posted: Mon Apr 25, 2005 5:16 pm :
They look butt-ugly on a white wall as you can see here (as a test):
Image

Very very WIP-screens: (ignore the glitches etc)
http://img.photobucket.com/albums/v62/M ... -WIP_1.jpg
http://img.photobucket.com/albums/v62/M ... -WIP_2.jpg



smurkenstein@Posted: Mon Apr 25, 2005 6:28 pm :
Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really :(

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.



MelvinB@Posted: Mon Apr 25, 2005 6:35 pm :
smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map



It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".



Method@Posted: Mon Apr 25, 2005 10:46 pm :
The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method



Tetzlaff@Posted: Tue May 03, 2005 5:27 pm :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.



Method@Posted: Tue May 03, 2005 9:36 pm :
Tetzlaff wrote:
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.


Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method



Tetzlaff@Posted: Wed May 04, 2005 5:36 am :
As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.



Method@Posted: Wed May 04, 2005 6:05 am :
Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Method



MelvinB@Posted: Wed May 04, 2005 5:04 pm :
CTF Theory



Method@Posted: Wed May 04, 2005 10:36 pm :
Nice find MelvinB. I added the link to the links section.

Method



MelvinB@Posted: Thu Jun 09, 2005 5:52 pm :
Is this one already posted before?

PlanetQuake - CTF Map Making Guide



Method@Posted: Fri Jun 10, 2005 12:07 am :
Yea, that's the third link in LEVEL DESIGN section. It's actually one of the first articles I found about CTF LD. Thanks for posting though.

Method



AerithScar@Posted: Wed Apr 13, 2005 8:53 pm    Post subject: : I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).


Method@Posted: Sat Apr 16, 2005 1:35 am    Post subject: : I added a link to tutorial I wrote recently for the CTF:

http://method.gamedesign.net/ctf.htm

Method
_________________
www.methodonline.com
www.gamedesign.net



MelvinB@Posted: Sat Apr 23, 2005 5:47 pm    Post subject: : Where can i find the CTF-signs and stuff?
_________________
]|[ Melvin ]|[



Method@Posted: Sat Apr 23, 2005 7:28 pm    Post subject: : You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method
_________________
www.methodonline.com
www.gamedesign.net



MelvinB@Posted: Sun Apr 24, 2005 11:20 am    Post subject: :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


Yeah, but they suck. Are there no team-banner models? For example like in Quake3?

Banners like this: (blue banner left on the screenshot)

_________________
]|[ Melvin ]|[



Method@Posted: Sun Apr 24, 2005 7:59 pm    Post subject: : No, there're only decals, but I like them.

Method
_________________
www.methodonline.com
www.gamedesign.net



MelvinB@Posted: Mon Apr 25, 2005 5:16 pm    Post subject: : They look butt-ugly on a white wall as you can see here (as a test):


Very very WIP-screens: (ignore the glitches etc)
http://img.photobucket.com/albums/v62/MelvinB/CTF-WIP_1.jpg
http://img.photobucket.com/albums/v62/MelvinB/CTF-WIP_2.jpg
_________________
]|[ Melvin ]|[



smurkenstein@Posted: Mon Apr 25, 2005 6:28 pm    Post subject: : Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really Sad

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.
_________________
....to forget



MelvinB@Posted: Mon Apr 25, 2005 6:35 pm    Post subject: :
smurkenstein wrote:


Thats nice, btw...reminds me of a q3 ctf map



It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".
_________________
]|[ Melvin ]|[


Last edited by MelvinB on Mon Apr 25, 2005 6:37 pm; edited 1 time in total



Method@Posted: Mon Apr 25, 2005 10:46 pm    Post subject: : The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method
_________________
www.methodonline.com
www.gamedesign.net



Tetzlaff@Posted: Tue May 03, 2005 5:27 pm    Post subject: :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.



Method@Posted: Tue May 03, 2005 9:36 pm    Post subject: :
Tetzlaff wrote:
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.


Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method
_________________
www.methodonline.com
www.gamedesign.net



Tetzlaff@Posted: Wed May 04, 2005 5:36 am    Post subject: : As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.


AerithScar@Posted: Wed Apr 13, 2005 8:53 pm :
I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).



Method@Posted: Sat Apr 16, 2005 1:35 am :
I added a link to tutorial I wrote recently for the CTF:

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sat Apr 23, 2005 5:47 pm :
Where can i find the CTF-signs and stuff?



Method@Posted: Sat Apr 23, 2005 7:28 pm :
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sun Apr 24, 2005 11:20 am :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


Yeah, but they suck. Are there no team-banner models? For example like in Quake3?

Banners like this: (blue banner left on the screenshot)
Image



Method@Posted: Sun Apr 24, 2005 7:59 pm :
No, there're only decals, but I like them.

Method



MelvinB@Posted: Mon Apr 25, 2005 5:16 pm :
They look butt-ugly on a white wall as you can see here (as a test):
Image

Very very WIP-screens: (ignore the glitches etc)
http://img.photobucket.com/albums/v62/M ... -WIP_1.jpg
http://img.photobucket.com/albums/v62/M ... -WIP_2.jpg



smurkenstein@Posted: Mon Apr 25, 2005 6:28 pm :
Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really :(

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.



MelvinB@Posted: Mon Apr 25, 2005 6:35 pm :
smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map



It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".



Method@Posted: Mon Apr 25, 2005 10:46 pm :
The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method



Tetzlaff@Posted: Tue May 03, 2005 5:27 pm :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.



Method@Posted: Tue May 03, 2005 9:36 pm :
Tetzlaff wrote:
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.


Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method



Tetzlaff@Posted: Wed May 04, 2005 5:36 am :
As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.



Method@Posted: Wed May 04, 2005 6:05 am :
Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Method



MelvinB@Posted: Wed May 04, 2005 5:04 pm :
CTF Theory



Method@Posted: Wed May 04, 2005 10:36 pm :
Nice find MelvinB. I added the link to the links section.

Method



MelvinB@Posted: Thu Jun 09, 2005 5:52 pm :
Is this one already posted before?

PlanetQuake - CTF Map Making Guide



Method@Posted: Fri Jun 10, 2005 12:07 am :
Yea, that's the third link in LEVEL DESIGN section. It's actually one of the first articles I found about CTF LD. Thanks for posting though.

Method



AerithScar@Posted: Wed Apr 13, 2005 8:53 pm :
I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).



Method@Posted: Sat Apr 16, 2005 1:35 am :
I added a link to tutorial I wrote recently for the CTF:

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sat Apr 23, 2005 5:47 pm :
Where can i find the CTF-signs and stuff?



Method@Posted: Sat Apr 23, 2005 7:28 pm :
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sun Apr 24, 2005 11:20 am :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


Yeah, but they suck. Are there no team-banner models? For example like in Quake3?

Banners like this: (blue banner left on the screenshot)
Image



Method@Posted: Sun Apr 24, 2005 7:59 pm :
No, there're only decals, but I like them.

Method



MelvinB@Posted: Mon Apr 25, 2005 5:16 pm :
They look butt-ugly on a white wall as you can see here (as a test):
Image

Very very WIP-screens: (ignore the glitches etc)
http://img.photobucket.com/albums/v62/M ... -WIP_1.jpg
http://img.photobucket.com/albums/v62/M ... -WIP_2.jpg



smurkenstein@Posted: Mon Apr 25, 2005 6:28 pm :
Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really :(

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.



MelvinB@Posted: Mon Apr 25, 2005 6:35 pm :
smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map



It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".



Method@Posted: Mon Apr 25, 2005 10:46 pm :
The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method



Tetzlaff@Posted: Tue May 03, 2005 5:27 pm :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.



Method@Posted: Tue May 03, 2005 9:36 pm :
Tetzlaff wrote:
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.


Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method



Tetzlaff@Posted: Wed May 04, 2005 5:36 am :
As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.



Method@Posted: Wed May 04, 2005 6:05 am :
Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Method



MelvinB@Posted: Wed May 04, 2005 5:04 pm :
CTF Theory



Method@Posted: Wed May 04, 2005 10:36 pm :
Nice find MelvinB. I added the link to the links section.

Method



MelvinB@Posted: Thu Jun 09, 2005 5:52 pm :
Is this one already posted before?

PlanetQuake - CTF Map Making Guide



Method@Posted: Fri Jun 10, 2005 12:07 am :
Yea, that's the third link in LEVEL DESIGN section. It's actually one of the first articles I found about CTF LD. Thanks for posting though.

Method



AerithScar@Posted: Wed Apr 13, 2005 8:53 pm :
I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).



Method@Posted: Sat Apr 16, 2005 1:35 am :
I added a link to tutorial I wrote recently for the CTF:

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sat Apr 23, 2005 5:47 pm :
Where can i find the CTF-signs and stuff?



Method@Posted: Sat Apr 23, 2005 7:28 pm :
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method



MelvinB@Posted: Sun Apr 24, 2005 11:20 am :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


Yeah, but they suck. Are there no team-banner models? For example like in Quake3?

Banners like this: (blue banner left on the screenshot)
Image



Method@Posted: Sun Apr 24, 2005 7:59 pm :
No, there're only decals, but I like them.

Method



MelvinB@Posted: Mon Apr 25, 2005 5:16 pm :
They look butt-ugly on a white wall as you can see here (as a test):
Image

Very very WIP-screens: (ignore the glitches etc)
http://img.photobucket.com/albums/v62/M ... -WIP_1.jpg
http://img.photobucket.com/albums/v62/M ... -WIP_2.jpg



smurkenstein@Posted: Mon Apr 25, 2005 6:28 pm :
Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really :(

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.



MelvinB@Posted: Mon Apr 25, 2005 6:35 pm :
smurkenstein wrote:

Thats nice, btw...reminds me of a q3 ctf map



It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".



Method@Posted: Mon Apr 25, 2005 10:46 pm :
The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method



Tetzlaff@Posted: Tue May 03, 2005 5:27 pm :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.



Method@Posted: Tue May 03, 2005 9:36 pm :
Tetzlaff wrote:
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.


Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method



Tetzlaff@Posted: Wed May 04, 2005 5:36 am :
As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.



Method@Posted: Wed May 04, 2005 6:05 am :
Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Method



MelvinB@Posted: Wed May 04, 2005 5:04 pm :
CTF Theory



Method@Posted: Wed May 04, 2005 10:36 pm :
Nice find MelvinB. I added the link to the links section.

Method



MelvinB@Posted: Thu Jun 09, 2005 5:52 pm :
Is this one already posted before?

PlanetQuake - CTF Map Making Guide



Method@Posted: Fri Jun 10, 2005 12:07 am :
Yea, that's the third link in LEVEL DESIGN section. It's actually one of the first articles I found about CTF LD. Thanks for posting though.

Method



AerithScar@Posted: Wed Apr 13, 2005 8:53 pm    Post subject: : I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).


Method@Posted: Sat Apr 16, 2005 1:35 am    Post subject: : I added a link to tutorial I wrote recently for the CTF:

http://method.gamedesign.net/ctf.htm

Method
_________________
www.methodonline.com
www.gamedesign.net



MelvinB@Posted: Sat Apr 23, 2005 5:47 pm    Post subject: : Where can i find the CTF-signs and stuff?
_________________
]|[ Melvin ]|[



Method@Posted: Sat Apr 23, 2005 7:28 pm    Post subject: : You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method
_________________
www.methodonline.com
www.gamedesign.net



MelvinB@Posted: Sun Apr 24, 2005 11:20 am    Post subject: :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


Yeah, but they suck. Are there no team-banner models? For example like in Quake3?

Banners like this: (blue banner left on the screenshot)

_________________
]|[ Melvin ]|[



Method@Posted: Sun Apr 24, 2005 7:59 pm    Post subject: : No, there're only decals, but I like them.

Method
_________________
www.methodonline.com
www.gamedesign.net



MelvinB@Posted: Mon Apr 25, 2005 5:16 pm    Post subject: : They look butt-ugly on a white wall as you can see here (as a test):


Very very WIP-screens: (ignore the glitches etc)
http://img.photobucket.com/albums/v62/MelvinB/CTF-WIP_1.jpg
http://img.photobucket.com/albums/v62/MelvinB/CTF-WIP_2.jpg
_________________
]|[ Melvin ]|[



smurkenstein@Posted: Mon Apr 25, 2005 6:28 pm    Post subject: : Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really Sad

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.
_________________
....to forget



MelvinB@Posted: Mon Apr 25, 2005 6:35 pm    Post subject: :
smurkenstein wrote:


Thats nice, btw...reminds me of a q3 ctf map



It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".
_________________
]|[ Melvin ]|[


Last edited by MelvinB on Mon Apr 25, 2005 6:37 pm; edited 1 time in total



Method@Posted: Mon Apr 25, 2005 10:46 pm    Post subject: : The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method
_________________
www.methodonline.com
www.gamedesign.net



Tetzlaff@Posted: Tue May 03, 2005 5:27 pm    Post subject: :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.



Method@Posted: Tue May 03, 2005 9:36 pm    Post subject: :
Tetzlaff wrote:
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.


Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method
_________________
www.methodonline.com
www.gamedesign.net



Tetzlaff@Posted: Wed May 04, 2005 5:36 am    Post subject: : As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.


AerithScar@Posted: Wed Apr 13, 2005 8:53 pm    Post subject: : I wont be getting the expansion till friday, if i start a map now can i load it up after installing the expansion and add in my CTF elements (e.g. flags and spawns).


Method@Posted: Sat Apr 16, 2005 1:35 am    Post subject: : I added a link to tutorial I wrote recently for the CTF:

http://method.gamedesign.net/ctf.htm

Method
_________________
www.methodonline.com
www.gamedesign.net



MelvinB@Posted: Sat Apr 23, 2005 5:47 pm    Post subject: : Where can i find the CTF-signs and stuff?
_________________
]|[ Melvin ]|[



Method@Posted: Sat Apr 23, 2005 7:28 pm    Post subject: : You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method
_________________
www.methodonline.com
www.gamedesign.net



MelvinB@Posted: Sun Apr 24, 2005 11:20 am    Post subject: :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


Yeah, but they suck. Are there no team-banner models? For example like in Quake3?

Banners like this: (blue banner left on the screenshot)

_________________
]|[ Melvin ]|[



Method@Posted: Sun Apr 24, 2005 7:59 pm    Post subject: : No, there're only decals, but I like them.

Method
_________________
www.methodonline.com
www.gamedesign.net



MelvinB@Posted: Mon Apr 25, 2005 5:16 pm    Post subject: : They look butt-ugly on a white wall as you can see here (as a test):


Very very WIP-screens: (ignore the glitches etc)
http://img.photobucket.com/albums/v62/MelvinB/CTF-WIP_1.jpg
http://img.photobucket.com/albums/v62/MelvinB/CTF-WIP_2.jpg
_________________
]|[ Melvin ]|[



smurkenstein@Posted: Mon Apr 25, 2005 6:28 pm    Post subject: : Are the threewave logos really worth bothering with ? It kind of peeves me that you have to buy ctf...and if you use the threewave assets, your map is stuck with threewave -it goes against the ctf/mod grain - should be free really Sad

Thats nice, btw...reminds me of a q3 ctf map

I was having a look though the standard d3 assets - theres a blue set of wall textures - its quite easy to colour replace them in photoshop to red - I was thinking of converting them for ctf and using the existing normal maps etc. I dont know if thats a EULA breaker ?

It would be nice to have a few more textures - perhaps a doom3world texture pack.
_________________
....to forget



MelvinB@Posted: Mon Apr 25, 2005 6:35 pm    Post subject: :
smurkenstein wrote:


Thats nice, btw...reminds me of a q3 ctf map



It's a little bit inspired by the Q3A-map Q3CTF1 - "Dueling Keeps".
_________________
]|[ Melvin ]|[


Last edited by MelvinB on Mon Apr 25, 2005 6:37 pm; edited 1 time in total



Method@Posted: Mon Apr 25, 2005 10:46 pm    Post subject: : The job of a level designer is to use the game assets available and make them look good in the game. Please don't start a WIP thread, here. I would like to see here only CTF Resource material. Thank you,

Method
_________________
www.methodonline.com
www.gamedesign.net



Tetzlaff@Posted: Tue May 03, 2005 5:27 pm    Post subject: :
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.



Method@Posted: Tue May 03, 2005 9:36 pm    Post subject: :
Tetzlaff wrote:
Method wrote:
You can find them in the textures/ctf folder. Also I updated CTF Level Design Tips tutorial with Paul Jaquays' tips.

http://method.gamedesign.net/ctf.htm

Method


One point you forgot in your list: Crossroad. A good CTF map always has at least one crossroad, i.e. a point where all routes between the two bases intersect. Usually this is the center part of the map (middle field or how you want to call it).
Center Crossroad is both important for defense and offense: defenders have a last chance to catch the enemy flagcarrier before he enters it´s own teams territory, and offense tries to control the crossroads get the quad damage (or other important powerup which is located in the center of the map) before starting an assault on the enemy base.


Good point, Tetzlaff.
Good CTF map has to be atleast 3 rooms (blue base, red base and center area). The rooms you talk about are called choke-points and since central area is a choke-point connecting two bases, I didn't mention it on the common things list.

Method
_________________
www.methodonline.com
www.gamedesign.net



Tetzlaff@Posted: Wed May 04, 2005 5:36 am    Post subject: : As far as I know a choke point is something slightly different. A choke point can also be a tight, frequently used entrance to the base. What I mean was often called middle field or midfield in Q2 CTF design, crossroad or just center or middle of the map or other fuzzy terms. I think soemthing like crossroads or center crossroad is the best name, because it refers to the intersecting routes, which is the defining part.


Method@Posted: Wed May 04, 2005 6:05 am    Post subject: : Taken from one of Q2 CTF LD tutorials:

"Choke point(s). The best maps being played right now have at least 1 choke point. Simply put a choke point is like a funnel -- players coming from various rooms are "funneled" through a specific area of the map. There can be several of these, but it's best to not have too many. Having 10 distinct, separate hallways between bases will frustrate defenders and after a while there will be nobody left but flag runners. If you want a lot of action, limit the choke points."

Method
_________________
www.methodonline.com
www.gamedesign.net



MelvinB@Posted: Wed May 04, 2005 5:04 pm    Post subject: : CTF Theory
_________________
]|[ Melvin ]|[



Method@Posted: Wed May 04, 2005 10:36 pm    Post subject: : Nice find MelvinB. I added the link to the links section.

Method
_________________
www.methodonline.com
www.gamedesign.net



MelvinB@Posted: Thu Jun 09, 2005 5:52 pm    Post subject: : Is this one already posted before?

PlanetQuake - CTF Map Making Guide
_________________
]|[ Melvin ]|[



Method@Posted: Fri Jun 10, 2005 12:07 am    Post subject: : Yea, that's the third link in LEVEL DESIGN section. It's actually one of the first articles I found about CTF LD. Thanks for posting though.

Method
_________________
www.methodonline.com
www.gamedesign.net



Method@Posted: Wed Mar 16, 2005 1:13 am    Post subject: Doom 3 CTF Level Design Resources: D3 CTF LD RESOURCES

This is a topic with resources for CTF (Capture The Flag) Level Designing. If you know of any useful CTF article for D3 CTF, which can help understand CTF gameplay or level design, please post the link here.

-----------------------------------------------------------------------

OFFICIAL
Threewave Software

LEVEL DESIGN
Tim Willits' CTF Tips
Level Design Process
CTF Level Design Tips
Geezer's CTF Map Making Guide
Elements of CTF Style
CTF Gameplay Tutorial
Mapping for CTF
CTF Theory

CTF/TDM STRATEGY
TDM Mapping Guide
Capture the Game

-----------------------------------------------------------------------


Method
_________________
www.methodonline.com
www.gamedesign.net


Last edited by Method on Sat Jul 02, 2005 6:08 am; edited 15 times in total



W01f@Posted: Wed Mar 16, 2005 11:49 am    Post subject: : Thanks, those links should come in handy Smile
_________________
..and she says "Ohhh I like your shirt! Isn't that Tupac?" ... I was wearing a KoRn shirt, for the love of god - KoRnScythe



Method@Posted: Wed Mar 16, 2005 11:51 pm    Post subject: : Then Moderators should make it sticky, hopefully we'll get more links to add.

Method
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rich_is_bored@Posted: Thu Mar 17, 2005 12:48 am    Post subject: : While not a tutorial wouldn't these links be better suited here...

http://www.doom3world.org/phpbb2/viewtopic.php?t=3017
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Method@Posted: Thu Mar 17, 2005 1:14 am    Post subject: : I don't think so. Those tutorials are specific for Doom 3, while these articles are for other games, but still can be implemented in D3.

Method
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rich_is_bored@Posted: Thu Mar 17, 2005 2:55 am    Post subject: : Oh I see. Because these articles aren't specific to Doom 3, you don't think they should go in the Doom 3 Tutorial listings thread. Yet, you think this thread should be a sticky in the Doom 3 level editing section.

See how silly that sounds?
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Method@Posted: Thu Mar 17, 2005 4:15 am    Post subject: : Well rich, look at this this way. CTF will hopefully make D3 MP popular and I believe CTF Resources will be better off seperate from the D3Radiant tutorials. Look at the stickies, you can see BSP Options and Compiling Errors, which can be both in the tutorials topic. So I don't find CTF Resources be a sticky silly at all. But then again, I asked if any of D3World staff think that this should be sticky, you said no, that's cool with me. Also those aren't tutorials, those are map/gameplay guides and articles.

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Last edited by Method on Thu Mar 17, 2005 6:49 am; edited 1 time in total



rich_is_bored@Posted: Thu Mar 17, 2005 6:17 am    Post subject: : Stickied, although I think it gets lost among all the other stickied threads here.
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Method@Posted: Thu Mar 17, 2005 6:48 am    Post subject: : Thanks for sticky'ing it, rich.

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Method@Posted: Tue Mar 22, 2005 8:27 am    Post subject: : Here's the new flag from Doom 3 CTF:

http://method.gamedesign.net/images/d3ctf1.jpg

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Last edited by Method on Thu Mar 24, 2005 7:38 am; edited 1 time in total



smurkenstein@Posted: Tue Mar 22, 2005 9:34 am    Post subject: : http://www.threewavesoftware.com/

under telefragged article
Quote:
While multiplayer was not Doom 3's forte, the expansion will enhance it. The officially supported player count will be raised from 4 to 8


Hardly new info, but crucially important for the ctf mapper, nevertheless.
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Method@Posted: Tue Mar 22, 2005 9:48 am    Post subject: : Threewave site is the main one, but it doesn't include any articles Sad I'll include it anyways. Thanks.

Method
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Method@Posted: Wed Mar 23, 2005 7:34 pm    Post subject: : Added Capture the Game link and organized the resources links.

Method
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Method@Posted: Sat Mar 26, 2005 4:37 am    Post subject: : Added CTF screenshot and a new link - Mapping for CTF.

Method
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Wastrel@Posted: Tue Mar 29, 2005 2:22 am    Post subject: : http://doom3.hardwired.hu/ctf

The mod is cancelled but we will release three semi-completed CTF maps when ROE released (3 CTF maps: CTF_1 by DOOM924, CTF_2 by Wastrel and CTF_3 by DOOM924).

Sorry for my bad English. Embarassed



Method@Posted: Tue Mar 29, 2005 3:59 am    Post subject: : I'll add your link to the MISC section.

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Tetzlaff@Posted: Mon Apr 04, 2005 8:50 pm    Post subject: : Since RoE CTF seems to be similar to Vanilla Quake3 CTF, the general design rules should be the same.

Though one difference is the max player count of 8. When a team consists of 4 players, most likely only 1 - 2 people will defend the flag room. So the flag rooms in Doom3 CTF should be a bit more defense friendly (for example, not too many entrances into the flagroom) then in Q3 or UT CTF.



Enforcer@Posted: Sat Apr 09, 2005 3:23 am    Post subject: : If anyone has ROE and hasnt played CTF go play it now, its alot of fun with 4 or more people. Hopefully someone will make maps that are a bit more open!!! Wink


Method@Posted: Sat Apr 09, 2005 4:15 am    Post subject: : I thought d3ctf1 and d3ctf4 were very open maps.

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MelvinB@Posted: Sun Apr 10, 2005 7:58 pm    Post subject: : Well, i'm working on a CTF-map, which has a theme that is totally different then al those already boring High-tech/Sci-fi theme's. Smile


I've ordered RoE, but i've got a question related to team-symbols:

Are there team-flags/banners included and if yes: how do they look and can somebody post a pic(s) of it?

Here 2 very very WIP-screens of one team-base in the works:

http://img.photobucket.com/albums/v62/MelvinB/CTF-NoNameYet_WIP1.jpg
http://img.photobucket.com/albums/v62/MelvinB/CTF-NoNameYet_WIP2.jpg
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