View Full Version : DM-(1on1)Juggernaut-Final[Screens/DL]
porcup!ne
12-04-2007, 03:30 AM
Name: DM-(1on1)Juggernaut
Version:Final.
Compatibility: UT3
Description: Designed for Dueling, the name says it all. Become a Juggernaut and own all who stand before you.
Comments: A small, two room map designed for Duel/1v1... but hey, the more the merrier! And in case you're wondering... becoming a Juggernaut takes some work, you can't just walk up to the pickups and start blasting everything in sight.
Changes from BETA:
-Remade the CSG. the map is now one CSG cube/CSG no longer used for any structure in the map. AKA, no more flat UTK4 floor/ceiling.
-Fixed MipStreaming, so the textures on the static meshes are no longer muddy.
-Added/changed some lighting. It's still kind of dark, but it's not meant to burn your retina in the first place.
-Pickups and ammo reshuffled. Flipped the rocket and sniper spawns, moved the ammo around too.
-Added armor pickups and a few more health pickups. no shield belt, and with the exception of the helmet, you're going to need to get creative to get the armor.
-Added a bit more static mesh throughout the map
-Elevator shaft redone, is no longer a CSG rectangle.
-UDamage is much more visible, and the liftjump isnt as spastic to get to it.(before, the lift moved superfast, requiring amphetamines to time it correctly.)
-Bot pathing still sucks, and i have yet to figure out how to correctly path a lift. Nevertheless, the bots do traverse the map pretty well, and they even hammer jump to get to the armor. (but this is not the only way to get it ;).)
Cred:Epic, except I think you should package sleeping pills with future iterations of UT. Only way I'm going to get some sleep!
Screenies:
http://porcupine.cutlassweb.com/files/UT3/DM-(1v1)Juggernaut/ScreenShot00017.JPG
http://porcupine.cutlassweb.com/files/UT3/DM-(1v1)Juggernaut/ScreenShot00021.JPG
http://porcupine.cutlassweb.com/files/UT3/DM-(1v1)Juggernaut/ScreenShot00020.JPG
Download:
http://porcupine.cutlassweb.com/files/UT3/DM-(1v1)Juggernaut/DM-(1on1)Juggernaut.zip
Enjoy, Comments always welcome!
darkyautja
12-04-2007, 07:46 AM
Hello , i have try to download the map 4 times and everytime i 've try to extract the zip it say corrupt files . Dunno if it ' s just me , can you try to re upload it please thx ;)
Sbouby
12-04-2007, 08:11 AM
Hello , i have try to download the map 4 times and everytime i 've try to extract the zip it say corrupt files . Dunno if it ' s just me , can you try to re upload it please thx ;)
Same bug :(
porcup!ne
12-04-2007, 11:27 AM
Hello , i have try to download the map 4 times and everytime i 've try to extract the zip it say corrupt files . Dunno if it ' s just me , can you try to re upload it please thx ;)
Reuploaded, thanks for letting me know. I dled it and extracted with no issues, let me know if this is still a problem for anyone!
darkyautja
12-04-2007, 12:42 PM
Reuploaded, thanks for letting me know. I dled it and extracted with no issues, let me know if this is still a problem for anyone!
All working good now;)
Alucard
12-05-2007, 05:25 PM
Nice map, its solid and seems perfect to me for a 1-on-1 map. I have no complaints but then again I'm no pro map designer or maker, just an ordinary UT3 player.
Tweakd
12-05-2007, 05:44 PM
Looks nice, i'll check it out!
iycgtptyarvg
12-05-2007, 07:58 PM
I really like the map.
Small question, is there any way to reach the berserk and body armor besides impact hammer jumping?
porcup!ne
12-05-2007, 10:20 PM
I really like the map.
Small question, is there any way to reach the berserk and body armor besides impact hammer jumping?
glad you like it! every pickup can be reached with a hammer jump, but,there's also an alternative way to get to them. beserk can be reached with a walldodge which is a bit tricky to pull off, but once you get the timing down it's pretty easy to nail every time. the thighpads and armor require walldodges also. The armor is probably the most difficult, you have to drop from below and dodge off the wall while falling. I recorded a demo of a 5min match against a masterful bot...i'm not godlike... yet :). if you wanna watch and see how to do each jump. the falling dodge i tried to do a few times, but finally get it right at the end of the demo.
I had the kills slow time mut enabled when recording too, i wish it worked online... it's so cool. Extract the below .zip to the following path:
C:\Documents and Settings\Ian\My Documents\My Games\Unreal Tournament 3\UTGame\Demos ( if you dont have a demos folder, just create it. it wont appear unless you have recorded a demo.)
http://porcupine.cutlassweb.com/files/UT3/DM-(1v1)Juggernaut/porcupineapples-2007_12_05-19_58_42.zip
YOU MUST HAVE THE MAP INSTALLED FOR IT TO WORK.
i coulda converted it to avi with windows movie maker( sorry thats all i have), but the filesize would have probably been much larger than 300kb. seemed kinda stupid to do that when the ut3 demo playback works, and is interactive(somewhat.)
iycgtptyarvg
12-06-2007, 05:42 AM
Ok, just checked the demo. I didn't know you could do that, I never use wall-dodge-jump. In fact, it's the main reason I don't like playing UT2k4.
Small question, how can I change to first person view when spectating? Now I constantly have to move my own mouse to follow a player in behindview.
Also, you mention the demo playback is interactive. Can I pause/rewind/... the playback?
Tweakd
12-06-2007, 08:26 AM
Not bad for an early release.
You have a few problems with clipping though, especially around the flak and the shock rifle. As far as layout goes i've never been a fan of corridor maps which is what this is essentially.
Keep it up though, you definitely have the skills to become a good mapper so keep going. We need more maps as always! :D
Chief-Justice
12-06-2007, 01:33 PM
A 1on1-Map with an AMP??????
ARE YOU NUTS?
porcup!ne
12-06-2007, 10:51 PM
Ok, just checked the demo. I didn't know you could do that, I never use wall-dodge-jump. In fact, it's the main reason I don't like playing UT2k4.
Small question, how can I change to first person view when spectating? Now I constantly have to move my own mouse to follow a player in behindview.
Also, you mention the demo playback is interactive. Can I pause/rewind/... the playback?
type: behindview in the console. you can also :setbind f4 behindview
that will bind it to f4 as it is in other uts, but for some reason it doesnt save it in your config.
i even tried editing it directly in the ini, but it wont save it, and has to be rebound.
I believe you can pause/rewind, but not sure how to do it...
Am i NUTS? Yeah, probably.
This map was made soley inspired by the "JUGGERNAUT!" announcement. The first time i killed a Darkwalker in Heatray(demo), and picked up the powerups, I laughed as i shot up the map and anything that moved fell before me... for 30 seconds. It was truly a feeling of pure ownage. that's what inspired the map.
Change of subject:
For some reason the Amp is shunned and people dont use it in 1v1 Duel. The question i have is, Why are the shield belt and keg fair game? They do the opposite of the amp, allow a player to take essentially 2x damage, and the player doesn't have to do anything to get the reward of the shield belt/keg, and they also do not have a time limit of 30 seconds.
To gain from the Double Damage/Beserk, the player who is amped still has to aim and fire.
If i get the keg and shield belt, I can take 200 points of EXTRA damage ( from the UT LOADING SCREENS: "the shield belt can absorb up to 100 points of damage.") and we all know that the keg gives you 100 health...(capping at 199 of course.) I also don't have to do anything to reap the rewards of these powerups, and i can keep them as long as i keep the monkeys off my back. the DD and beserk have a time limit of 30 seconds each. If you're lucky, and can get to both of them quickly, the stacked effect lasts probably 15-20 seconds... i havent timed it on this map.
I think that the amps respawn at longer intervals too.
I guess it's a matter of opinion, but personally, I think the shield belt should be shunned. there's nothing more frustrating than someone who constantly grabs it, whether it is camping or just excellent timing/skills. If we want to be fair, 1v1 duel should consist of nothing to amp the player, just pure skill with the weapons. no health pickups, no shield pickups. That isnt the case.
Fortunately on this map, It's easy to avoid using the pickups if you dont want to use them. They are tucked away, high above any conventional reach. You must use skill to get to them. But in my humble opinion, Double Damage has been a staple since 99. It is now 2007. It has stayed for a reason, because it fits into UT, and will always fit into UT. And if we're dueling, I'm picking it up, especially if you have the shield belt.
Tweakd
12-07-2007, 03:11 PM
The Udamage should be removed because it leads to a game of cat and mouse.
If the enemy has the UDamage then you just avoid them for 30s. It's just too risky to face them when they can kill you so easily. So it leads to boring games that don't really go anywhere exciting.
At least with pickups that have an unlimited effect there is no point running.
b0b7h3r1pp3r
12-12-2007, 04:26 AM
I somewhat agree with sHoTDoGGed...though I think in this particular map it is fine because it requires skill to get to and if you are just trying and failing, the other guy is going to come up and own you. What should also be pointed out, though, is that people run from a shield belt user as much as a UD or B power up so that puts a fatal flaw in that argument. I wish that the more health a person has the brighter they would glow so that anyone could tell if someone had gotten the keg. Good map design in my opinion though. In all honesty I only generally like 1v1 in quake 3 style i.e. instagib so when I play I will have instagib mutator on and power-ups off. None the less I like the layout enough to keep.
b0b7h3r1pp3r
12-30-2007, 10:07 PM
come on guys i am the ONLY one who has rated this map...I know I'm not the only one who has played it yet...
nfleming
12-31-2007, 11:27 PM
I like it! I especially like the circle corners that open both ways.
The bots, yeah, I found it standing against a stack of cubes more than one time. I was able to walk right up to it before it noticed me. Maybe he was tired :D
I'll have to try higher level bots. Frame rates were great, didn't get stuck on anything.
Archon3
01-03-2008, 07:51 PM
Imo, a nice map. Needs music though. But its just a bit cramped. I like the layout.. But the rooms need 2 be a bit more open. Thd BEST part? No stinger!! Thank you!!
porcup!ne
01-04-2008, 12:09 AM
Imo, a nice map. Needs music though. But its just a bit cramped. I like the layout.. But the rooms need 2 be a bit more open. Thd BEST part? No stinger!! Thank you!!
you're welcome :D! I'm not one to complain about weapons that I don't like, but I can express my opinion of them by omitting them from maps I make. great how that works huh?! :)
TOGArkon
01-04-2008, 07:47 AM
I have this map on the TOG UT3 server and the guys love it , so thank you for the map :D
rythem
01-04-2008, 03:39 PM
For some reason the Amp is shunned and people dont use it in 1v1 Duel. The question i have is, Why are the shield belt and keg fair game? They do the opposite of the amp, allow a player to take essentially 2x damage, and the player doesn't have to do anything to get the reward of the shield belt/keg, and they also do not have a time limit of 30 seconds.
If i get the keg and shield belt, I can take 200 points of EXTRA damage ( from the UT LOADING SCREENS: "the shield belt can absorb up to 100 points of damage.") and we all know that the keg gives you 100 health...(capping at 199 of course.) I also don't have to do anything to reap the rewards of these powerups, and i can keep them as long as i keep the monkeys off my back. the DD and beserk have a time limit of 30 seconds each. If you're lucky, and can get to both of them quickly, the stacked effect lasts probably 15-20 seconds... i havent timed it on this map.
I think that the amps respawn at longer intervals too.
Amp / Berzerk / Invis are not used in competitive 1v1 duels. Almost every major lan, local lans, competitive leagues, and online tournaments have these powerups turned off (dueling). Reason being it does lead to cat and mouse (posted in here by someone) which leads to a boring 30 seconds for spectators and shoutcasters.
I guess it's a matter of opinion, but personally, I think the shield belt should be shunned. there's nothing more frustrating than someone who constantly grabs it, whether it is camping or just excellent timing/skills. If we want to be fair, 1v1 duel should consist of nothing to amp the player, just pure skill with the weapons. no health pickups, no shield pickups. That isnt the case.
The emphasis in dueling is map control. One may argue that the Amp is a viable powerup to control as it makes each player choose which one they should go for, the only thing is, if I go for shield, and you go for amp, you essentially give me a free shield belt, and I will run for 30 seconds and still have my shield. Taking out the amp makes players centralize toward specific areas and it makes for exciting battles over the shield / 50 armor / certain weapons for everyone to watch.
Fortunately on this map, It's easy to avoid using the pickups if you dont want to use them. They are tucked away, high above any conventional reach. You must use skill to get to them. But in my humble opinion, Double Damage has been a staple since 99. It is now 2007. It has stayed for a reason, because it fits into UT, and will always fit into UT. And if we're dueling, I'm picking it up, especially if you have the shield belt.
Thats good that you made them a bit out of the reach for people to avoid when dueling. That eliminates the "oops" factor in the heat of a fight.
I can't speak for competitive ut99 dueling, but early ut2k3 was the only time in which Amp was used. Middle - late stages of ut2k3, 2k4, and now ut3 competitive duels do not use these powerups.
The amp stayed because epic left it in. In TDM its a factor and is used, not so for dueling.
Powerup Timings
Ammo - 27.5 s
Health - 27.5 s
Helmet - 27.5 s
Vest - 27.5 s
Belt - 55.0 s
Invis - 82.5 s 1:22)
jboots - 27.5 s
amp - 82.5 s (1:22)
Darkwalker* - 127 s (17:53 on clock was when it was first "enterable")
-- not sure on timing between darkwalker spawns. id imagine its 127 seconds based on how the other spawn structuring works so far.
INITIAL SPAWN TIMES IN 20 MINUTE MATCH
belt = 19:05 (14:05 in 15 min match or any duel game)
invis = 18:38
amp = SAME AS INVIS LOLOLOL
helmet = starts spawned
vest = starts spawned
jboots = starts spawned
*this was on the Heat Ray map. also on a 20 minute match
Damage
(primary) / (secondary)
enforcer -- 20 / xx <-- no headshots as far as i can tell
bio -- 21 / awhole****inglot
shock -- 45 / 55
combos -- awhole****inglot with radial variance
sniper -- 70 / xx <-- headshots do 140
flak -- 176 / 100 <-- both were direct hits point blank in chest
rox -- 100 / xx
link -- 26 / 7
mini -- 14 / 48
Impact Hammer
-- single tap does 7 damage to self (OFFLINE) 14 dmg to self (ONLINE)
-- fully charged does 25 damage to self (OFFLINE) 50 dmg to self (ONLINE)
-- piston dodging is HARDER
-- piston jumping is a bit harder to time
-- there is a significant difference in height gain between single tap and fully charged hammer
-- takes around 1s to fully charge the hammer
Alan3002
01-11-2008, 07:57 PM
Looks good
gona try it out
RealSubZero
01-12-2008, 02:09 PM
hey can you cook it for ps3???
porcup!ne
02-11-2008, 03:19 AM
hey can you cook it for ps3???
I will definately give it a shot. I just reformatted, have been down for like a week.
I will definately give it a shot. I just reformatted, have been down for like a week.
Great man, I love 1:1 matches so every good map is more than welcome.
jordan917
02-11-2008, 07:30 PM
Nice map, but when I face a bot 1 on 1, he likes to stand on the pile of boxes by the beserk bonus and just wait for me. Kinda weird.
And I wish when you got the juggernaut bonus that the map could play the "I"m the Juggernaut, *****!" sound clip. That would make this map perfect.
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