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View Full Version : (Remake) CTF-Incinerator -final- (Screenshots) [Download]



irony
12-05-2007, 04:34 PM
It's finished!
Screens, download and credits here:

http://irony.ngi.it/inci/

Have fun! :D


UPDATE:
fixed lights, some textures, and bot paths. Also ready to be put on servers. Download the last version from http://irony.ngi.it/inci/ and delete any previous.
max 10 players recommended

vladirad
12-05-2007, 04:49 PM
Omg, one of best custom pro maps in ut99. Tnx a lot :D

EDIT: Very nice remake, almost the same as original, but with added helmet :D I like that u didnt pimp up the graphichs so my fps goes skie high :D

Cobi^^
12-05-2007, 04:53 PM
This means pure carnage. Nice job.
But maybe you could alter the textures of the walls in the shieldbelt-area a bit, e.g. the lower a bit darker or something to get some kind of contrast between the lower and upper floor.
Thx man.

iycgtptyarvg
12-05-2007, 07:31 PM
This is without a doubt a good map. It plays really well.

Some small points:

1.
The bending corridor (with the brick stones) near the red and the blue bases are both red. This confuses me to no end. Please make the lights near the blue base blue.

2.
The bots are on drugs. They have no idea what they are doing. They are standing still facing the wall sometimes. Also, near the flag they keep running from one side of the room to the other without picking up the flag.
Please adjust the bot pathing.


If you change these points (especially the bots) then I can see myself playing this map a lot (I tested with 4 vs 4).

Armagon
12-05-2007, 11:14 PM
Lighting could use some work, right now it looks very flat and bland. Gameplay is good though.

Karnage
12-06-2007, 01:07 AM
Hey Irony, I added some more bot paths to your map and now the bots don't run around aimlessly.I'll pm you the link if you like and you can see if it's ok.

iycgtptyarvg
12-06-2007, 05:57 AM
@Karnage
That's great man, could you give us a download link?

irony
12-06-2007, 07:04 AM
Hey Irony, I added some more bot paths to your map and now the bots don't run around aimlessly.I'll pm you the link if you like and you can see if it's ok.

I didn't set bots paths, thanks you did it. I cannot download the file from fileplanet, check your PM box :)

irony
12-06-2007, 07:06 AM
1.
The bending corridor (with the brick stones) near the red and the blue bases are both red. This confuses me to no end. Please make the lights near the blue base blue.



Those 2 corridors has red light also in UT99 version, anyway how can you get confused if both the room it leads are RED or BLUE colored :confused:

Fuzz2k7
12-06-2007, 07:42 AM
If I ever had the chance to admire the original I would probably like this one too.

My honest opinion is that most new maps looks like rubbish with sugar coating. At least people are trying and that's more that I do at the moment. Remember, the contemporary engine can push so many pollies and simplicity must be a waste of talent.

Nice remake thou, it looks very good. Plain maps render much faster on most computers so I hope a lot of people will be playing this.

irony
12-06-2007, 07:54 AM
If I ever had the chance to admire the original I would probably like this one too.

My honest opinion is that most new maps looks like rubbish with sugar coating. At least people are trying and that's more that I do at the moment. Remember, the contemporary engine can push so many pollies and simplicity must be a waste of talent.

Nice remake thou, it looks very good. Plain maps render much faster on most computers so I hope a lot of people will be playing this.

I really don't like having too much decorations, lights and stuff in maps, this has to be played by clans and gamers, it doesn't have to be a showcase of UEngine 3 capabilities; although it's my first ever map, I really wanted to keep this a "light poly count" map to allow everyone to get full framerates. Hope many ppl like the idea ;)

KHxMZ
12-06-2007, 09:16 AM
Hello irony! First I wanna thank you for remaking one of the fun competitive maps of UT99 CTF. Second I was wondering if you would care that I make my own adjustments to your map for league play? I would credit you with most of the map, and only myself for the minor changes I make. You can reply to this post, pm me on the forums, or contact me in irc.gameradius.org #ut3ctf nickname khxmz. Thanks!

iycgtptyarvg
12-06-2007, 10:12 AM
Those 2 corridors has red light also in UT99 version, anyway how can you get confused if both the room it leads are RED or BLUE colored :confused:When you play the map with a lot of players things get really hectic and I sometimes run in the wrong direction because my eye catches the red light.

KHxMZ
12-06-2007, 11:22 AM
irony's getting ready to release a new version. The lighting is fixed in blue base and jump pad changed a little bit so you can get to the opposite sides high like in the original.

irony
12-06-2007, 03:32 PM
yes, KHxMZ fixed some stuff and I'll release a new version with everything fixed, including bots paths later this evening. :D

Bret Hart
12-06-2007, 06:44 PM
Please spend more time in the editor before releasing it thanks

Rocknificent
12-06-2007, 11:39 PM
Please spend more time in the editor before releasing it thanks

Because THAT was specific... :rolleyes:

Karnage
12-06-2007, 11:42 PM
Hey Irony, I pm'ed you with a link to filefront instead. Don't know what happened to the other one.

irony
12-07-2007, 11:04 AM
Please spend more time in the editor before releasing it thanks

hey, be nice man.
Nobody did pay me to do this. I don't have a team to test stuff i create, and its my really first map.

You don't like it? It's not perfect? Just don't play it.

Denk
12-09-2007, 09:34 AM
screens would be nice :)

b0b7h3r1pp3r
12-09-2007, 10:19 AM
so is the link in the first post the newly redone map yet with better bot pathing etc. ? I am not in any way trying to rush you, I was just wondering and didn't want to go through downloading only to find the updated map posted 30 min later.

iycgtptyarvg
12-09-2007, 08:19 PM
@Irony
This map is awesome! Thanks for updating the light near the blue base.

Unfortunately, there are many problems with the AI path nodes. Bots get stuck everywhere and are confused by the window/open gap in the center of the map. They try to go through the gap (which is impossible) and are stuck with 3 or 4 at a time!

Also, when a bot has the flag, (s)he will take the longest route possible, trying to pick up every pickup they come across. It's funny if you follow them... it takes literally several minutes for them to reach their own base (a human can do it in approx. 30 secs).

Denk
12-16-2007, 09:21 AM
looks good :)

but what's with the jumppads? they go uber high ... - should fix that :)

Also found a 'bug'/problem :)
I got stuck :) --> I left the base low and on the right you see all these tons(barrels) and i got stuck, see screenie :)
http://img266.imageshack.us/img266/4963/screenshot00005qh5.th.jpg (http://img266.imageshack.us/my.php?image=screenshot00005qh5.jpg)

Berto
01-18-2008, 03:50 PM
Was it the intention of the map author to allow flag dropping through the flak windows? You can flag drop going out of blue base, but not going into blue base. You can also flag drop going into red base, but not out of red base.

ChaseMachine
02-09-2008, 12:06 PM
wow. It has been a while since i have played this one way back in the G.O.T.Y. version, I have missed it. Hats off to ya!