Info for all map-creators (and everyone else too, of course)

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Info for all map-creators (and everyone else too, of course)

Postby Mackan on Fri Jun 29, 2007 11:14 am

GC is soon coming to an end as this weekend will be the 15th round of 16.

After GC will there be one weekend with only Clan Ladder and the traditional match of NFBL Staff vs. GC winners. After that weekend, will a new round of WC start.

Even though there has been a lot of new maps created, almost nobody has asked to have a new map used for NFBL. With a new round of WC, there is a possibility to add new CTF-maps.

NFBL CTF-maps have to be:
  • Of high quality
  • Balanced between the Phoenix and MI6, mirrored maps are prefered
  • Wide selection of weapons, no elitist games (like S&P) are accepted
  • Not extrem p.jumping maps
  • Not too big to minimize lag
  • Not too small to make games more interesting (at least 20 seconds of regular running, without any speed improvements like shoes, grappeling, jumping, exploiting friction etc. is a guide-line)
  • Wanted in NFBL by the creator

and most importantly
  • Be released in a final version that has gone through a lot of testing by others then the creator and is 100% glitch-free

As you can see are the requirements quite high because we care about the quality of game-play. Maps that are added to NFBL need to have at least the same quality as the original maps released by EA togeather with the game and patch.

All wishes to add new maps has to be submitted HERE before 5pm EST Friday 6th of July. The deadline is generous considering the maps need to go through play-testing by NFBL with time to spare before the final touches to the new WC map.


Maps can be submitted after the deadline too, but cannot be added to the upcoming game of WC. DM-maps can be submitted any time to be tested for DM-games in NFBL.

The requirements for DM-maps are the same as for CTF-maps with following changes:
  • At least 8 spawn-points well separated
  • Balanced maps (not preferably mirrored)
  • No guidelines for when a map is too small, that will be determined by playing


Regards
Mackan
Last edited by Mackan on Fri Jun 29, 2007 8:58 pm, edited 1 time in total.
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Postby ShIbBy on Fri Jun 29, 2007 2:45 pm

When will these maps be avaiable for play in 007 Nightfire?
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Postby Mackan on Fri Jun 29, 2007 7:16 pm

ShIbBy wrote:When will these maps be avaiable for play in 007 Nightfire?


We're not responsible for releasing any maps. Creators can release their maps anytime they like to and we don't want a say in that.

But all maps included in NFBL have to be accessable for everyone playing in NFBL matches.
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Re: Info for all map-creators (and everyone else too, of cou

Postby Bloody on Fri Jun 29, 2007 7:53 pm

Mackan wrote:At least 6 spawn-points well separated


hmm why 6? in nfbl we play with 8 people and if we only got 6 spawnplaces we keep dying ...
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Postby [George] on Fri Jun 29, 2007 8:03 pm

what if the map wasnt made, it was converted? does it still need the request of the person who converted it?

(and in that case, anyone know who converted ctf_dust?)
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Re: Info for all map-creators (and everyone else too, of cou

Postby Mackan on Fri Jun 29, 2007 8:18 pm

|-CSS-|Bloody wrote:
Mackan wrote:At least 6 spawn-points well separated


hmm why 6? in nfbl we play with 8 people and if we only got 6 spawnplaces we keep dying ...


I took chose 6 because it was a number larger then 4 and not too big to keep minimum requirements down a little. I don't know what a good number of spawn-points is, but if 6 is way to low, we need to correct this.

[George] wrote:what if the map wasnt made, it was converted? does it still need the request of the person who converted it?


Yes, the creator (converter) has to give his/her permission to us to use the map. We aren't going to "steal" maps or use maps against the creator's will.
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Postby Pencat on Fri Jun 29, 2007 8:51 pm

I like to see this being sorted out properly, for once.
About spawnpoints:
There should be 2x4 spawnplaces, 4 for each of the two teams. As far as I remember, some matches start with everyone being frozen in their spawnpositions. So if there are 8 people playing you will get two people stuck in two other player. Even if you do not use this "freeze-function" in NFBL anymore you should still have, at least, 8 spawnpoints. There is always the chance that people join the game very shortly after each other, maybe even with someone not directly moving away etc...

Next to that, this way of organizing new maps for the upcoming tournament seems quite alright. However, I am still of the opinion that the most balanced maps are the mirrored ones, no matter what you tell me about ctf_casino or what not. Even if there is technically no advantage for one side it is still something that player who complain much are likely to mention.
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Postby Mackan on Fri Jun 29, 2007 9:01 pm

Number of spawnpoints is changed now. 8 is the new minimum requirement.

Mirrored maps are always prefered, but we want to leave an option to accept other maps too.

There are always players who complain a lot and it'a pity if they can't see their own failures but instead blame the maps, hosts etc... Those players can never be satisfied as they will always look for an excuse, no matter how rediculous it is.

Thanks for help with clarifying the number of required spawn-points
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Postby Tras on Fri Jun 29, 2007 9:58 pm

I am planning to convert some maps from HL2/CSS, but about creator permission, it's obvious that for instance Valve won't give permission of use those maps in NightFire (like dm_overwatch or ctf_dust), as they are not in the game that they were supposed to be played. What about being flexible in this?
In case we could contact particular map creators, we would ask them about it.
Oh, there's some protections on some HL2/CSS maps that would not allow to be decompiled, so it would not be able to convert it to this game, I think this is a clear NO from the author to convert maps :p.
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Postby UltimateSniper on Sun Jul 01, 2007 6:37 pm

gl wiv dat.. i make my own :grin:

rygaards is deffinitely 2 big 4 NFBL, how laggy is too laggy? :grin: :shock: xD
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Postby Mackan on Fri Jul 06, 2007 7:05 pm

I'm back from a short vaccation and the deadline is out aswell. There were no maps suggested yet and there will not be any new maps in the next round of WC.

It is always possible to submit maps for addition to NFBL at any time though.


UltimateSniper wrote:gl wiv dat.. i make my own :grin:

rygaards is deffinitely 2 big 4 NFBL, how laggy is too laggy? :grin: :shock: xD


You can use a little bit of imagination to get an idea. There is no exact limit for when a map is too laggy or not. All maps should be tested properly before being released to make sure there is no lag (this is my personal opinion on all maps aswell, not just for maps in NFBL...). We test maps and take a desicion if it's too laggy or not...
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Postby Tras on Thu Jul 19, 2007 5:43 pm

I think it's a bit late for posting a map but anyway I have converted a map from GoldenEye Source (A Half-Life 2 Mod) that would fit those requeriments.
Here's a little info of it:
- All weapons (even rocketlauncher and ronin)
- 16 Spawn Points (Enough, heh :P)
- If you have seen GoldenEye, the map is based on the huge antenna that would communicate with the Goldeneye.

Some screenshots:
http://nfbsp.glovi.net/cradle/ge_cradle1.JPG
http://nfbsp.glovi.net/cradle/ge_cradle2.JPG
http://nfbsp.glovi.net/cradle/ge_cradle3.JPG

And if you want to try it, you can do it via Map downloader\NFBSP Client\DSS or manually through this link: http://nfbsp.glovi.net/mapsystem/ge_cradle.zip
(extract the contents of the zip to the Nightfire\bond folder)
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Re: Info for all map-creators (and everyone else too, of cou

Postby [George] on Thu Jul 19, 2007 5:50 pm

just from the pics, the map looks awsome man, nice work.. cant wait to get it loaded and try it out :D :D :D

but...

Mackan wrote:Not too big to minimize lag


did you consider this?



EDIT :

Ok just tested the map.. and it is fantastic! not laggy at all either :D

however, there were about 3 or 4 small things..

1. No grapples? :\
I think some grapple points (and to start off with a grapple) would make the map a little more interesting, and a little more james bondy :D
and i dont think you have to worry about p jumping at all..

2. Arghh my eyes :\
The background is very, very, very, very white lol, maybe put mountains or something? it also makes it hard to see chat, so can make tactics in matches a little harder..

3. Missing textures :\
Just one missing texture, and it dissapears after you collect the ammo that causes it.. (smoke grenade ammo?) Is it worth fixing? As the map is quite hard to describe different points i took lots of pictures ^^
http://i146.photobucket.com/albums/r280 ... CS06-2.jpg
http://i146.photobucket.com/albums/r280 ... CS05-3.jpg
http://i146.photobucket.com/albums/r280 ... CS04-3.jpg

and dissapeared.. (after you collect ammo)
http://i146.photobucket.com/albums/r280 ... CS07-2.jpg

4. Hiding noobs :\
The 3 towers have little ridges on their sides which you can jump on, and you will never be found lol.. you do lose some damage, although not a lot..
http://i146.photobucket.com/albums/r280 ... CS03-3.jpg
http://i146.photobucket.com/albums/r280 ... CS02-2.jpg
http://i146.photobucket.com/albums/r280 ... CS01-5.jpg



Oh, and this isnt a problem, but maybe a CTF version could be pretty good.. a flag in opposite towers? (with one tower spare, or taken out of the map..)

Very nice map, good work :D

P.S: Pics may take a while to load as they are very bright (didnt realise until now >_<)
Last edited by [George] on Thu Jul 19, 2007 6:37 pm, edited 3 times in total.
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Postby Tras on Thu Jul 19, 2007 6:32 pm

Of course, I have re-structured some solid entities, anyway it's not too big, it's less big than the space station ;)
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Postby [George] on Fri Jul 20, 2007 11:40 am

and the rest..? :s
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