|
|
|
|
|
|
|
|
VCTF-BeforeTheStorm-SE | | Map Info |
| | File Name | vctf-beforethestorm-se.zip | Author | theepiphany | Gametype | UT2k4 Vehicle CTF | Date Added | 10-14-2005 | File Version | 1.00 | File Size | 9.53 mb | Player Count | 6 - 24 | Map Description | Changes in SE over original include: Better flag defense, more optimization, full bot support, bridges connecting the islands, jumppads for getting around on foot, more items. It really is a different map now with the changes that i made. For all of you that wanted bots, this map will give you many challenging games. Since the bots started working when i added the bridges, this is probably the only map i have had where the bots really put up a great fight. I put in some ai scripts and the bots really defend the hell out of the bases. Good luck getting the flag from them. I think this version is what everyone wanted from the first one, so here it is, have fun. | Review Rating | -- | User Rating | 7 | Overall Rating | -- |
|
| | | Review |
| No review currently available for this map. Click here to request a review of this map.
| | Map Comments |
| Thrawn 10-14-2005 04:38 PM MDT | Rating: 7.5 | | Whoa... have downloaded it now, there is still no music but this doesn't matter at the moment.
Wow the bots really put up a nice and nasty defense. The three lighthouses are placed well and I think it is a good map with nice looking.
So from me you get a 7.5!
| Wesley "Boreas" van Dijk 10-15-2005 05:45 AM MDT | Rating: 8 | | Now THAT is what I call improvement :P
Just one question mark: Playercount 0 - 24? 24 is an overload and 0 doesn't really provide a great gameplay ;)
*edit* how did you get the bots to start using the vehicles?
| theepiphany 12-12-2005 12:23 PM MST | | thanks guys, glad you like the improvements as much as i did, and thanks to the guys from the dam clan, homer server, and dxII for everyones comments and putting my map on their servers. and the 0 to 24 count is just a mistype. the actual map playercount is 6 to 24. Any less than 3 on 3 is pretty boring in this large map and actually if your computer can hang, why not go for 32 bots at godlike and see what your made of. Again, thanks for the positive comments and great scores. VCTF is pretty fun to map for, maybe i will make a few more in the coming months. later......MastaKilla
edit: as soon as i had the bridges in place and i did a full rebuild, they just started to work, and that is with the same paths from when they didn't work, i just moved some of the path nodes to better line up with the bridges and such. it would seem that the fluid surface info had something to do with the bots not working before the bridges, but dont know for sure.
edit: to goldfenix
pretty harsh man.....
edit: to WD
Yea, the matches do seem to get drawn out and hard at times. After i played the map online a few times, i knew i should have spaced out the spawn points better. I plan on making a TE, just to address that problem. Your idea about putting little islands next to bases is pretty good and i think i might try that out. I will probably add a couple more vehicles to the map, maybe a custom vehicle just for this map. My semester is over now and i have some free time on my hands, so keep a look out for the TE in the next week or so.
Thanks for the comment. MastaKilla
| Helper 10-15-2005 10:55 PM MDT | Rating: 8 | | very nice.
| goldfenix 10-18-2005 09:26 AM MDT | Rating: 5.5 | | There are alot of things I did not like with this map. To name the biggest dislike, that was the texture usage. the fog I disliked, the shark animations I disliked, the water ripples kept brightening then darkening, and they didn't really match up to the island like on Island Hop. There was no stallz, instead there was just invisable surfaces... The backdrop was my favorite touch to the map unfortunately. Also, the islands seemed realllly empty, including the bases. The flag setup was also the worst i have seen so far for VCTF... Well, so much for an SE.
Everyone is entitiled to a certain opinion; this is mine, and I'm sticking with it.
I am not saying I dont like the shark animations, I'm saying i dont like how they're placed, and because they're so dark but all around them is bright, including the sea floor.
| =IRON=CORAX 10-16-2005 05:11 PM MDT | Rating: 7 | | nice 1
| Kantham 10-17-2005 12:05 AM MDT | Rating: 7 | | Hey goldfenix, the shark animation come with the game. Figures.
Anyway, Good work on the improvements, i found the bridges a little too high on poly. I know i need to change my machine. I will put the update on my clan server. People will like the improvements.
| Manticore 10-17-2005 02:48 AM MDT | Rating: 6.5 | | Generally the standard of VCTF maps is not good, in my opinion. This is, at least, on the high end of a short scale.........
| Creaping_Death 10-17-2005 11:14 PM MDT | Rating: 9 | | 10,000 times better than the original. The bots actually do more than nest around the flag. They make this map very challenging and fun to play... The bridges are a very useful touch. If it had an ion painter on each tower, it would be perfect!!!
| Vatcilli zeitchef 10-18-2005 08:21 AM MDT | | See VCTF has bot support? very good you fixed it :Thumbsup: downloading it now ;)
| wd 12-12-2005 04:23 AM MST | Rating: 6.5 | | Really LOVE the visuals. The only issue I have is you REALLY need to have coordinated teamplay to get the flag and return it (unless your fortunate to be playing a team of all newbs - AND/OR no one is actually defending the flag). A full house match means trying to clear out the lighthouse area and get the flag and either run on foot 7 miles back (yes there are jump pads but mantas and raptor tend to catch up pretty well). I've played a lot of games (with very good players on offense and defense) where we went into overtime and the game dragged on and on just trying to score 1 point. Maybe have an island a little to the side or in the back that gives a few more seconds from spawn to defending the flag time. What I mean is even if the base has been temporarily "cleared out"...everyone spawns right back at the base right away to start shooting again. Now when this map comes up for vote everyone is like "no!" because they dont want the game to drag on. Maybe have spawns at the 1st adjoining island, and then people have to use the jump pads or bridge to go back to defend flag?...Hope this makes sense and i'm not trying to sound negative...I think the map would start being played more on our server if this/these issue(s) addressed somehow(?)
P.S. RE other comments...Who gives a rip about animations? VCTF or ANY UT maps should be about the GAMEPLAY....not eye candy alone. Anyone here play a little map on the DAM servers called "Arcade". Graphics/textures are hardly considered...BUT the GAMEPLAY will have you LAUGHING OUT LOUD from having FUN and it gets requested almost every other match.
|
|
|
|
|
|
|
|
|
|