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CTF-GrauExtremo | | Map Info |
| | File Name | ctf-grauextremo_fv.zip | Author | KpsLook | Gametype | UT Capture the Flag | Date Added | 04-01-2005 | File Version | 5.00 | File Size | 1.65 mb | Player Count | 12 - 1 | Map Description | Here is my last map for UT99: its called CTF-GrauExtremo. Its basically a symetric CTF map with some rocky volcano style at bases intersection, witch causes a very fast and exciting gameplay. The map ran very smoothly on a 8MB onboard video card, so it dont need a high-performance computer to be well played. Some other things about the map: -Automatic rocket-laucher to avoid campering; -Dynamic 3D Skybox; -Fog Enabled; -NaPali style at the team bases; -And some other cool effects like dynamic glow, detail textures, etc;
Story Line: The map pass on an island with a volcano in "after-eruption" state.. in the place it has two Skaarj´s old constructions. Years later, had been transformed into sismologic area of research for the human beings. Ahead, the research area, become obsolete after decades, because of the war between the Skaarj and the Human beings and the constant accidents and tremors. After a little time, the Liandri transformed the place into an ring for bullfighting, in confrontations style CTF.
Hope you guys like it! | Review Rating | -- | User Rating | 3.5 | Overall Rating | -- |
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| | | Review |
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| | Map Comments |
| cybersirius 01-15-2005 06:04 PM MST | | The polycount is huge because of the 48x48 terrain
try not to use a terrain over 16x16 except if it's really big (limit yourself to 32x32 for 16384x16384 terrain and if you didn't understand what i wrote,use less polygons)
Nice Terrain trough
| ]OfC[Saint 01-15-2005 06:20 PM MST | | That really is nice terrain and it did'nt cause an real lag for me.
| cobra6 01-17-2005 01:12 AM MST | | I can't rate it. First there's no bots pathing. So I have path it, but I can't play?, it is like I'm in spectetor mode but I'm not?, I have to whacht the bots fight. But it is a real good looking map, but whit some bug in it. To Bad.
EDIT: And you have to make 1 or 2 other routes in there. Cause like that, whit 8v8 or 6v6 it is simply impossible to score. Or try changing the layout.
EDIT2: Dude NEVER use a program to path a map, cause you will have very bad suprises. Nothing can beat a humain at pathing.
| XepptizZ 01-17-2005 10:39 AM MST | | I keep getting the message that this file has been deleted. WTF?
EDIT: Kpslook, plaese upload ut to www.unrealplayground.com, the download issue is BeyondUnreal's and your link doesn't seem to work either. Please do it, coz those screenies are doing a good job in makin me curious!!!
| tgm79 01-21-2005 06:25 AM MST | Rating: 2.5 | | EDIT: Yep. The problem with spawning as spectator still remains. And now i'm intersted in this mysterious malfunction. I can't understand what's the reason. Are you sure you can play your own map?
EDIT: There. After one or two hours of looking in the editor, deleting brushes and teleporters, placing path nodes and moving the flag bases around I finally found out what is causing the “Spectator mode” bug. It was pretty hard. I nearly gave up. It was one of the last things I tried. But in the end I NAILED the bastard! Muahahahahahaha!
When looking all the actors in the map I found out an actor called “Commander” (Actor - Pawn – Player Pawn – Tournament Player – Commander). I don’t know what it is used for or why the hell KpsLook had put it in there but I’m sure in one thing – after deleting it the Spectator problem was no more. The stupid thing doesn’t even show in any of the viewports.
EDIT: Yay – a new version! It’s like the morning paper - still fresh and full of the same old…whatever, just like yesterday. I see your target group is the multiplayer fans. But then again – if you made this map only for multiplayer – why bother at all with pathnoding? Pathnoding is needed only for bot-play oriented maps. I for myself play maps only in “practice session” – I don’t have fast internet for multiplayer. And why don’t you delete the Commander0 actor? It is easy enough – Go to Edit… - Search For Actors… - and in the “name” field of the pop-up window type Commander – the actor name will appear in the left side of the window – double click it twice with the mouse and all the viewports will be centered on it. It won’t be visible but press “delete” and you’ll get rid of it – practice session will then be available…Lot of people play only in “practice session” - it allows console commands (they are very useful for mappers), maps load faster, you doesn’t have to wait for all the players to load…only good stuff. I see you removed the lava rooms – they were working fine, even the teleporters – their only problem was that you had used a pain zone there. So now you brought the flags a bit closer but they are still high in the air – I told you already – the sharpened end of the flag must be little deeper in the ground – or the bots may have problems with taking it. Sometimes your bots stuck in the middle terrain – running back and forth on some steep small slope – and overall they don’t want to take the enemy flag much. Oh, and another two things – first: the volume fog in the middle is too heavy – second: when coming from the insides of the base you cannot see it – but when the player crosses the zone portal between the two zones it suddenly appears in the view – this is because you hadn’t enabled volume fog in both of the two neighboring zones.
EDIT: Finally - it works. The bots even go for the flag and deliver it back. I increased the score a little – 1 point for the improvements and half point for the skybox – it shows some imagination. Still you have many tutorials to read and lot of maps to make until you create something good.
| Derdak2rot 01-21-2005 11:22 AM MST | Rating: 4 | | Guys , its better in v15 but i always spawn as a spectator . but i report to you my impressions : - you have fixed pathnoding , good , but verify in the outside area the pathways ( in 3dview or 2d , right-click and select View - show paths ) you can see the way of the pathnode and check some red lines which could stuck the bots ( red - tight passage ) - some of your defense points have wrong properties ( a red member defend a blue base !! ) - when you zoned a area , give a name to it for each zone you made for give the bots better information (it works also for human players , the "who is where " syndrome .. - its supposed to be a skaarj base or nali base there are tech textures which are not appropriate ! for a skaarj base use the Skaarj.utx , you used the nalicast textures . - lighning can give the map a good ambiance but you just put them in the lava . add some light up to the terrain and select LE_Cylinder in the light effect , put a 32 or 64 in the lght radius and choose a appropriate color . For exemple , you can add a moon with a blue ambient light in the skybox , and some blue night lights up to the terrain . better contrast with the red lights lava !! - give your architecture more details ( like the reedemer area ) in those corridor in each base and put some ramps for give some Z-axis !
Well , i think you can do a good map with this one just you need to take more time to build your map in each part ; architecture + lighning , pathnode + zoning , etc ... -
| Defeat 04-02-2005 04:53 PM MST | | >Pretty cool but there's no lighting on the terrain in some areas.
| KpsLook 04-05-2005 12:57 PM MDT | | I removed and claimed the map again for request a review for any reviewver... Defeat I forgot the ZoneLight for map, the only source of light on the terrain is the Lava. The areas with no lighting have a Big'O Health and a hole with lava inside. A special place whith a trap.
| Annonymous Mapper 05-25-2005 10:22 AM MDT | Rating: 4 | | I agree with what everyone said.
Use textalign to aling those curved walls.
For its size I'd recommend a player load of 3x3.
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