PDA

View Full Version : CTF-NeonArena2K4



legacy-chipV2
06-08-2004, 06:32 PM
Name: CTF-NeonArena2K4
Version: one
Compatibility: UT2004
Description: Serious Z-axis action, high-scoring & high-fragging non-traditional gameplay, stylized graphics and game art, and a unique startup for standalone Instant Action games. Bright...beautiful...deadly.
Comments: MSUC PhaseIII entry, level w/ original content
Screenshot:
http://home.metrocast.net/~chipartist/CTF-NeonArena/NA2K401.jpg
http://home.metrocast.net/~chipartist/CTF-NeonArena/NA2K402.jpg
http://home.metrocast.net/~chipartist/CTF-NeonArena/NA2K403.jpg
Credits: Testers = Shuriken, COOL_BREEZE, ChainsawMonkey, Neil Manke. Voice talent = my son Luke. Invaluable knowledgebase = Unreal Wiki. Concept, graphic design, map content (other than a very few Epic textures and sounds), coding, writing, audio, and music are my own.
Homepage: http://home.metrocast.net/~chipartist/pizza50/
Download: UMOD: http://home.metrocast.net/~chipartist/CTF-NeonArena/CTF-NeonArena2K4UMOD.zip
Plain vanilla zip:http://www.unrealplayground.com/download.php?mapid=5986

legacy-BaymoJoe1563
06-08-2004, 06:58 PM
that looks cool!!:up:

virax
06-08-2004, 07:15 PM
Holy seizures batman! O_O

legacy-TigRon
06-08-2004, 07:45 PM
Reminds me of Tron

Looks mad tho, must dl it

legacy-CTFX1
06-08-2004, 08:26 PM
hmm dont think it would work very well with all the transparent textures : / it'd be hard to log all the geometry when its all transparent.

legacy-MonkeyFiles
06-08-2004, 08:30 PM
looks too, ummm, what ya call it... oh yea... Crazy...

legacy-Fugly
06-08-2004, 08:51 PM
It's a trip playing it, there's a cool little intro ,very nice.

legacy-NeoPhoenix
06-08-2004, 11:01 PM
Looks cool, but the first thing i think about looking at those pictures is how many times i will miss a platform and plumet to my death.

Nemephosis
06-08-2004, 11:10 PM
MY EYES! THE GOGGLES DO NOTHING!!

:haha:

looks like one hell of a trip :D

legacy-Mr_Caravaggio
06-09-2004, 02:13 AM
I couldn't see the middle yellow barrier so I deleted it, but it occured to me that might have something to do with the fact that I like to play on low visual settings a lot. Was that it or was there a bug?

legacy-The_Getaway
06-09-2004, 04:21 AM
*seizureseizureseizureseizureseizureseizureseizure seizureseizureseizureseizure*

looks... original :D :up: :up:


Edit: played it, looks great, kudos for the intro, modified flags are a great addition, problems:
-path to flag is unclear at best
-impossible to get anywhere without either hurting yourself or activating lowgrav
-weapon placement defies logic (RL and ammo on an inch-wide platform ?)

fix it, and this map will rule, gj tho :up: :up:

ps: music rules, i loved it :)

legacy-DimensionSeven
06-09-2004, 04:26 AM
Acid jazz. I doubt that this has proper gameplay. How on earth can sy spot an enemy in this environment? Unique, though.

legacy-vitriolix
06-09-2004, 01:40 PM
gorgeous... must try out ASAP

legacy-NeoPhoenix
06-09-2004, 05:01 PM
Well I finnaly worked up the courage to try your map out... Very stunning and fun map. Hard to learn at first, but quite the rush. the only complaint I have is that the weapons are so far apart. It would have improved the fun level if you would have put weapon lockers with 2 weapons per locker, at each spawn platform, and then just left the RL and Flak to hunt down to pick up and use.

legacy-Cyrin
06-10-2004, 01:57 AM
Niel Manke betatested??????? :eek:

He made USS Darkstar and the They Hunger series for Half-Life.

legacy-chipV2
06-10-2004, 07:25 AM
Originally posted by Cyrin
Niel Manke betatested??????? :eek:

He made USS Darkstar and the They Hunger series for Half-Life. Neil was kind enough to try out an (unreleased) UT2003 version of my map, and his positive responses gave me a lot of encouragement to continue, as well as suggestions about increasing the convenience factor of the map (which originally had separate external resource packages). all of my testers provided excellent feedback.

legacy-Shuri
06-10-2004, 07:38 AM
Ah, this map :)

I wasn't that great a tester for it, as had (and still do) a lot going on, but it's good to see that it's out. Did you release it for UT2003 that I missed?

legacy-chipV2
06-10-2004, 08:01 AM
Originally posted by Shuri
Ah, this map :)

I wasn't that great a tester for it, as had (and still do) a lot going on, but it's good to see that it's out. Did you release it for UT2003 that I missed?
no, not yet. i discovered a number of things i had to change/add in converting this map to UT2004 (chiefly in the code for the cinematic and prohibiting LowGrav), and haven't had time to retrofit the UT2003 version yet.

and i beg your pardon ;), your testing & suggestions were of significant value, as were everyone's. thanks again!

legacy-chipV2
06-10-2004, 08:06 AM
Originally posted by Mr_Caravaggio
I couldn't see the middle yellow barrier so I deleted it, but it occured to me that might have something to do with the fact that I like to play on low visual settings a lot. Was that it or was there a bug?

i'm checking on this, but it sounds like i may have misplaced a fallback texture, which would make it a bug (apologies). try higher visual detail settings & see if the barrier (and likely other objects) re-appear in-game.

legacy-chipV2
06-10-2004, 08:31 AM
Originally posted by The_Getaway
Edit: played it, looks great, kudos for the intro, modified flags are a great addition, problems:
-path to flag is unclear at best
Path to flags = up :p OK, seriously, part of the map's concept/design is to have the player discover his/her routes, and not have any definitive "best" paths. even for the bots there are a couple of choices. this usually means playing the map a few times to explore the possibliities -- i didn't want it to be instantly apparent. maybe not old-school, but little about this map is.

Originally posted by The_Getaway
-impossible to get anywhere without either hurting yourself or activating lowgrav
minor fall damage is part if the challenge, and health pickups have been placed to make it possible to gain a few health points over the minor fall damage. major falls will of course do more damage, but trying to avaoid them is part of playing this map. again, non-traditional gameplay -- expect to die a lot, but that's what respawning is for :)

Originally posted by The_Getaway
--weapon placement defies logic (RL and ammo on an inch-wide platform ?) in a traditional map this would be rather nonsensical, but in this context, not so. there are actually three means of obtaining the RL, none of them impossible, and of varying dergrees of difficulty. the hardest is jumping to the barrier edge from the adjacent buidling (near the Lightning Gun pickup) -- can be done, has been done, bots are great at it. but not a high-percentage move. second, from the same initial point, translocate to the barrier edge -- bots do this a lot, too. not a hard shot, imo. third, and the one i like best, is that the jumppad trajectory to the flag platform from one of the side platforms intersects the pickup, so you can grab the RL on the way down to the flag platform. bad-ass weps should require a little work :D


Originally posted by The_Getaway
--ps: music rules, i loved it :) thanks! i was reaching for a pseudo-oriental retro sound that i could accomplish with music freeware -- glad it was noticed.

thanks for your comments, good points made.

legacy-Macoll
06-10-2004, 09:00 AM
Originally posted by CTFX1
hmm dont think it would work very well with all the transparent textures : / it'd be hard to log all the geometry when its all transparent.

--->this comment is ridiculous ! :weird: :weird: :weird:
----------------------------------------------------------------------------------


Btw, i love this map...very original indeed...:up: ...ur statics are good...and thanx for creating special atmosphere ! :up: ....:up:

legacy-Super_Moose
06-10-2004, 09:36 AM
Originally posted by Macoll
--->this comment is ridiculous ! :weird: :weird: :weird:
No.

legacy-Macoll
06-10-2004, 10:10 AM
Originally posted by Super_Moose
No.
Thx but i talked to Ctfx1..are u his father ? Thx...:weird:

legacy-TigRon
06-10-2004, 02:17 PM
Very Unique BUT......

Its VERY HARD to find your way around, if i were you, i'd put solid objects around the paths (Like railings ect...) You could even say they were energy shield emitters or somthin like that. It would make navagating the map MUCH EASIER!!

Intro Rocks tho :up:, more Ctf maps should have an intro!!! You might just start a trend with that (Hopefully you did)!

legacy-NeoPhoenix
06-10-2004, 06:37 PM
Solid borders would work too, like the ones he used for the platforms.

legacy-GOGETA_NL
06-11-2004, 09:40 AM
I just tried it out and I really liked this map. Unlike everyone else is saying I had quickly figured out where to go (and more important where not to go! :D) I didn't have much trouble navigating through the map at all once I knew what I had to look for. The route to the flags is quite easy, just use the jumppads on the lowest platform, there are more ways, but this one seems to be quickest (unless you translocate onto the flag platform of course :D

Great map, I love it :D:up:

legacy-NickR
06-11-2004, 11:49 AM
I tried your map with my new gametype that uses CTF maps and I had an issue with it. Sometimes bots spawn in wierd see through boxes outside the playing arena (were these for the intro). I'm pretty sure this is an issue with your map. Did you include custom code in your map?

Can you tell me how you setup your map to play the intro? So that I can stop it from playing or perhaps delay the start of the game until it's complete. I've seen bots start playing during the intro.

legacy-chipV2
06-11-2004, 12:18 PM
Originally posted by NickR
I tried your map with my new gametype that uses CTF maps and I had an issue with it. Sometimes bots spawn in wierd see through boxes outside the playing arena (were these for the intro). I'm pretty sure this is an issue with your map. Did you include custom code in your map?

Can you tell me how you setup your map to play the intro? So that I can stop it from playing or perhaps delay the start of the game until it's complete. I've seen bots start playing during the intro. the map is heavy with custom code. it's quite likely that your gametype and my code for the opening cinematic will not mix well -- no way to allow for circumstances i have no knowledge of (i.e., your gametype requirements).

the "weird boxes" are bot garages :D, just little cubicles for the bots to wait out the cinematic. they are part of the map.

the bots are supposed to appear in the cinematic -- jumping out of the air limos at the end and starting to duke it out. once the cinematic ends, all players, human & bots, are restarted.

the only way to bypass the cinematic is to run in Spectator mode (or online), or use the SpectateBotmatch mutator (not sure that's available for UT2004, though). you can interrupt the cinematic once started by using the Fire button (usually the LMB).

keep an eye on the Unreal Wiki for an article i'm drafting about the techniques i used for the opening cinematic -- it's really way too complex to describe on a forum.

Bjossi
06-11-2004, 04:17 PM
Holy sh*t!
That looks awesome. Itīd be nice to get this one for UT2003. :D

legacy-Super_Moose
06-12-2004, 01:18 PM
Originally posted by Macoll
Thx but i talked to Ctfx1..are u his father ? Thx...:weird:
Yes. Yes I am.

legacy-Killertent
06-12-2004, 01:28 PM
O_O wow, colorfull

unrealloco
07-09-2010, 08:50 PM
working mirrors
http://www.unrealplayground.com/forums/downloads.php?do=file&id=2941
http://maverick.bdcclan.com:8000/UT2004Files/Maps/CTF/ctf-neonarena2k4.zip

Skillz
07-10-2010, 07:35 PM
http://ut2004.ut-files.com/index.php?dir=Maps/CTF/MapsN/&file=ctf-neonarena2k4.zip