Xyx
11-28-2007, 01:18 PM
Name:
Downtown X
Version:
Beta 1
Compatibility:
Requires UT3 (duh).
Tested in Single Player. The bots do OKish. It may take them a while, but eventually they'll go everywhere and do everything.
Multiplayer is untested.
Description:
Epic's Downtown with extra nodes and different vehicles for more variety and mayhem.
Comments:
I made the following adjustments:
Added nodes to the quayside, near the cores. Red side spawns a 'bender and the Blue side a Scavenger (Red gets a bigger vehicle here because Blue gets easier access to the superior Nightshades). Added an Energy Shield deployable pickup next to the nodes to make it easier to protect them.
Added standalone nodes to each end of the canal. Red side spawns a SPMA (which can hit the roof node and the other canal node from its parking spot), Blue spawns a Nightshade (very nasty).
Link setup now uses the old primes plus the quayside nodes for two separate paths to the core. The paths cross over, spreading the action around.
Replaced Blue base vehicles with Necris equivalents; Nemesis, Nightshade, Scavenger and Viper.
Replaced center node Hellbender with Darkwalker (which isn't all that powerful in this map) and one of the Scorpions with a Scavenger.
Added standalone node on the roof of one of the buildings in the center, overlooking the canal. Spawns a Scavenger in the "garage" below.
Added a bunch of pickups to areas you'd otherwise have little reason to go, including a bunch of vials, 2 helmets, 2 thigh pads, 2 invisibility, 2 shield belts, invulnerability (yup), udamage and another berserk.My design goals were threefold:
Get rid of the choke setup. Accomplished by using double prime nodes. Standalone nodes provide nonessential but helpful resources and forward spawn points.
Make better use of Epic's excellent mapping real estate. Great map, shame to let all those alleys and hallways go to waste. Done by adding nodes to the otherwise pretty pointless quayside and canal and adding powerful pickups in the hallways.
Mix up the vehicles. I could not add flying vehicles because of map limitations, but other than those and the Levi, everything is there.These changes are obviously a matter of personal taste, but I really like the way it plays now. You have amazing variety in options and all parts of the map get used.
I am a n00b mapper and not aspiring to learn how to map properly, but if I can improve on the following stuff in a simple manner, then please tell me all about it:
Balance. Blue has a Nightshade, Nemesis and Scavenger instead of a Paladin and two Hellbenders, and also has easy access to a second Nightshade instead of a much less useful SPMA. Should I get rid of a Nightshade? Which Necris vehicle could I replace it with?
I'm starting to think adding Spidermine Trap pickups was a mistake, since you can't really do anything about them.
Any areas you still wouldn't go to? Any pickups I could place there to make it worth the detour?
Any way I can reduce the ridiculous file size?
Any way I can improve bot behavior?Screenshots:
http://img265.imageshack.us/img265/9581/downtownxquaylp8.th.jpg (http://img265.imageshack.us/my.php?image=downtownxquaylp8.jpg) http://img114.imageshack.us/img114/984/downtownxcanal1qm3.th.jpg (http://img114.imageshack.us/my.php?image=downtownxcanal1qm3.jpg) http://img265.imageshack.us/img265/1267/downtownxrooftopqt1.th.jpg (http://img265.imageshack.us/my.php?image=downtownxrooftopqt1.jpg) http://img413.imageshack.us/img413/9152/downtownxinvulnerabilitwq0.th.jpg (http://img413.imageshack.us/my.php?image=downtownxinvulnerabilitwq0.jpg)
http://img265.imageshack.us/img265/4/downtownxbluecoreei2.th.jpg (http://img265.imageshack.us/my.php?image=downtownxbluecoreei2.jpg) http://img265.imageshack.us/img265/8811/downtownxcanal3ly6.th.jpg (http://img265.imageshack.us/my.php?image=downtownxcanal3ly6.jpg) http://img114.imageshack.us/img114/442/downtownxudamagego7.th.jpg (http://img114.imageshack.us/my.php?image=downtownxudamagego7.jpg) http://img141.imageshack.us/img141/1958/downtownxroofstreetjk5.th.jpg (http://img141.imageshack.us/my.php?image=downtownxroofstreetjk5.jpg)
Credits:
Epic for making the map.
Me for adapting the map. Which was like 0.02% of the overall effort.
Download:
DowntownX.zip (http://www.mediafire.com/?4sdznijnnud) (MediaFire)
(70 megs... yup)
Installation instructions provided in the Readme in the download.
Downtown X
Version:
Beta 1
Compatibility:
Requires UT3 (duh).
Tested in Single Player. The bots do OKish. It may take them a while, but eventually they'll go everywhere and do everything.
Multiplayer is untested.
Description:
Epic's Downtown with extra nodes and different vehicles for more variety and mayhem.
Comments:
I made the following adjustments:
Added nodes to the quayside, near the cores. Red side spawns a 'bender and the Blue side a Scavenger (Red gets a bigger vehicle here because Blue gets easier access to the superior Nightshades). Added an Energy Shield deployable pickup next to the nodes to make it easier to protect them.
Added standalone nodes to each end of the canal. Red side spawns a SPMA (which can hit the roof node and the other canal node from its parking spot), Blue spawns a Nightshade (very nasty).
Link setup now uses the old primes plus the quayside nodes for two separate paths to the core. The paths cross over, spreading the action around.
Replaced Blue base vehicles with Necris equivalents; Nemesis, Nightshade, Scavenger and Viper.
Replaced center node Hellbender with Darkwalker (which isn't all that powerful in this map) and one of the Scorpions with a Scavenger.
Added standalone node on the roof of one of the buildings in the center, overlooking the canal. Spawns a Scavenger in the "garage" below.
Added a bunch of pickups to areas you'd otherwise have little reason to go, including a bunch of vials, 2 helmets, 2 thigh pads, 2 invisibility, 2 shield belts, invulnerability (yup), udamage and another berserk.My design goals were threefold:
Get rid of the choke setup. Accomplished by using double prime nodes. Standalone nodes provide nonessential but helpful resources and forward spawn points.
Make better use of Epic's excellent mapping real estate. Great map, shame to let all those alleys and hallways go to waste. Done by adding nodes to the otherwise pretty pointless quayside and canal and adding powerful pickups in the hallways.
Mix up the vehicles. I could not add flying vehicles because of map limitations, but other than those and the Levi, everything is there.These changes are obviously a matter of personal taste, but I really like the way it plays now. You have amazing variety in options and all parts of the map get used.
I am a n00b mapper and not aspiring to learn how to map properly, but if I can improve on the following stuff in a simple manner, then please tell me all about it:
Balance. Blue has a Nightshade, Nemesis and Scavenger instead of a Paladin and two Hellbenders, and also has easy access to a second Nightshade instead of a much less useful SPMA. Should I get rid of a Nightshade? Which Necris vehicle could I replace it with?
I'm starting to think adding Spidermine Trap pickups was a mistake, since you can't really do anything about them.
Any areas you still wouldn't go to? Any pickups I could place there to make it worth the detour?
Any way I can reduce the ridiculous file size?
Any way I can improve bot behavior?Screenshots:
http://img265.imageshack.us/img265/9581/downtownxquaylp8.th.jpg (http://img265.imageshack.us/my.php?image=downtownxquaylp8.jpg) http://img114.imageshack.us/img114/984/downtownxcanal1qm3.th.jpg (http://img114.imageshack.us/my.php?image=downtownxcanal1qm3.jpg) http://img265.imageshack.us/img265/1267/downtownxrooftopqt1.th.jpg (http://img265.imageshack.us/my.php?image=downtownxrooftopqt1.jpg) http://img413.imageshack.us/img413/9152/downtownxinvulnerabilitwq0.th.jpg (http://img413.imageshack.us/my.php?image=downtownxinvulnerabilitwq0.jpg)
http://img265.imageshack.us/img265/4/downtownxbluecoreei2.th.jpg (http://img265.imageshack.us/my.php?image=downtownxbluecoreei2.jpg) http://img265.imageshack.us/img265/8811/downtownxcanal3ly6.th.jpg (http://img265.imageshack.us/my.php?image=downtownxcanal3ly6.jpg) http://img114.imageshack.us/img114/442/downtownxudamagego7.th.jpg (http://img114.imageshack.us/my.php?image=downtownxudamagego7.jpg) http://img141.imageshack.us/img141/1958/downtownxroofstreetjk5.th.jpg (http://img141.imageshack.us/my.php?image=downtownxroofstreetjk5.jpg)
Credits:
Epic for making the map.
Me for adapting the map. Which was like 0.02% of the overall effort.
Download:
DowntownX.zip (http://www.mediafire.com/?4sdznijnnud) (MediaFire)
(70 megs... yup)
Installation instructions provided in the Readme in the download.