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[Apoc]Cerberus
12-05-2007, 10:37 PM
Name: VCTF-Torlan
Version: v1.2.4
Compatibility: Unreal Tournament 3 v2.1
Description: WAR to VCTF conversion. Changes include:

(v1.0.9)
Replaced pickups on top of bridge tower with UDamage & Invisibility pickups
Deleted all Warfare power nodes.
Deleted 2 Red Team & 2 Blue Team Mantas.
Deleted mid-base gun turrets & defense actors.
Added 1 Red Team & 1 Blue Team Viper, DarkWalker, Nemesis, & Fury.
Changed the 2 mid-map scorpions (under the bridge) to neutral.
Added 2 neutral Scavengers across the creek from the neutral Scorpions.
Added 1 Redeemer to middle of the bridge.
Added Super-Health under the bridge.
Replaced Red Team & Blue Team power cores with Red Team & Blue Team Flag bases.
Comments: I cannot seem to get the turret tracks for the primary bases' turret guns to work properly. I'm just too new to UnrealEd, I guess. For now, I deleted the track nodes & Kismet sequence. Turret guns can still rotate, pivot, zoom, & fire, but they can't strafe across the tracks. To compensate, I added an additional Stinger Turret to the primary bases' side wall.

(v1.2.4)
Updated Kismet/Matinee for gun turrets in main bases. Both turrets now strafe properly.
Moved Redeemer from bridge to top of tower.
Moved Berserk from bridge to sub-base under bridge.
Added portals to connect bridge with tower top.
Added portals to connect Nemesis sub-base to main base for both teams.
Added MapPic screenshot for Instant Action.

MapPic: http://i829.photobucket.com/albums/zz220/ApocCerberus/VCTF-Torlan/MapPic_VCTF-Torlan.jpg
Screenshots; 20-pic photo album available at PhotoBucket: VCTF-Torlan Photo Album (http://s829.photobucket.com/albums/zz220/ApocCerberus/?action=tags&current=UT3+VCTF-Torlan)

Credits: Epic Games for WAR-Torlan & [Apoc]Famine for some UE advice.

FileFront
Download for PC: VCTF-Torlan_v1.2.4 for PC (http://www.filefront.com/14484423/UT3_VCTF-Torlan_v124-PC.zip/)
Download for PS3: VCTF-Torlan_v1.2.4 for PS3 (http://www.filefront.com/14484223/UT3_VCTF-Torlan_v124-PS3.zip/)

Unreal Playground
Download for PC: VCTF-Torlan_v1.2.4 for PC (http://unrealplayground.com/forums/downloads.php?do=file&id=7555)
Download for PS3: VCTF-Torlan_v1.2.4 for PS3 (http://unrealplayground.com/forums/downloads.php?do=file&id=7556)

ScottUT
12-06-2007, 12:20 AM
I knew this would happen eventually.

I liked torlan in VCTF by the way, glad to see someone approach this.

67mb zipped though, holy hell. DId epic include assets in separate files? The size suggests all the meshes are embedded in the map.

MysTikal
12-06-2007, 12:22 AM
Nice one. :)

[Apoc]Cerberus
12-06-2007, 12:33 AM
I knew this would happen eventually.

I liked torlan in VCTF by the way, glad to see someone approach this.

67mb zipped though, holy hell. DId epic include assets in separate files? The size suggests all the meshes are embedded in the map.

Yeah, it's all embedded. Fortunately, FileFront isn't too bad of a download. It's pipe is WAY fatter than our Clan's. Hope you enjoy.


Nice one. :)

Glad you like it. I just wish I could have figured out that blasted Kismet turret track sequence. :p

ScottUT
12-06-2007, 12:42 AM
Cerberus;25148942']Yeah, it's all embedded. Fortunately, FileFront isn't too bad of a download. It's pipe is WAY fatter than our Clan's. Hope you enjoy.



Glad you like it. I just wish I could have figured out that blasted Kismet turret track sequence. :p
You can always release a new version eventually.

As for the official files being embedded in maps, that stinks for mappers and players in general. Having to redownload the files with every custom map is going to kill unreal download fansites/custom servers.

Although, maybe we're wrong. I hope so. :D

BuffyTheSlayer
12-06-2007, 11:04 AM
like UT2004's Mutator ?
I want to play all Warfare Maps as CTF or VCTF ;)
Map Converter CTF for UT2004

http://membres.lycos.fr/unrealmuscat/MapConverterCTF.php

Pepsi
12-06-2007, 12:14 PM
Whoa! Nice.. :)

But I think there are too many vehicles in Torlan-VCTF :P

Vixen!
12-08-2007, 02:04 AM
Nice map!

My only issue is file size. I ran it on my server and selected the map... Hopefully I'll be able to join the match in about 2 hrs.

[Apoc]Cerberus
12-08-2007, 07:45 AM
My only issue is file size.
Yeah, that's the one thing that sucks about a conversion map. WAR-Torlan weighed in at 69MB before I even started the conversion. Throw in some more vehicles, and "BAM!", you're up to 79MB without even trying very hard! Good thing my Clan's upcoming server has a T3 redirect server.

All of Epic's WARFARE maps are rather large; WAR-Islander: 63.3MB; WAR-Avalanche: 66.5MB; WAR-Downtown: 51MB; WAR-Dusk: 51.2MB; WAR-Floodgate: 67MB; WAR-MarketDistrict: 43.4MB; WAR-OnyxCoast: 59.5MB; WAR-PowerSurge: 56.6MB; WAR-Serenity: 55.1MB; WAR-Sinkhole: 47.7MB (though, I'm not sure this one will play well as a VCTF map. We'll see.); WAR-TankCrossing: 60.5MB. Throw in a bunch of extra vehicles, and watch that file size grow!

Fuzz2k7
12-08-2007, 08:33 AM
One good thing is that you won't clog your UT3 directory with data from maps you have deleted a long time ago. However, good, keeper, maps should come with universal archives so all other maps can use the same data as well, but I figure thats what bonus expansion packs are for.

I have tried more than a dozen maps already and I won't even keep half of them, mostly because they are in beta.

iron12
12-08-2007, 12:47 PM
Played the map and it's really fun. Good Job.

[Apoc]Cerberus
12-08-2007, 11:08 PM
Thanks for the support, iron. Please, guys, don't forget to take a few seconds to vote on the map. Just click on Rate Thread in the right-hand menu at the top of the page.

iknowjohnny
12-13-2007, 01:16 PM
Great job. I've played the he|| out of this map and it's fun. There is one bug tho.....in the river in the middle of the map, there is an area where you cannot start your hoverboard. It's right at the mouth of the gorge as you enter coming from the red base and extends to about 1/2 way to the middle section where the vehicles and powerups are right under the bridge. I think it's ok on the blue base side tho. Other wise a great map, and thanks ! I want to vote, but i cannot see "rate thread" anywhere on the page ! If i can find it i will.

iknowjohnny
12-13-2007, 01:17 PM
nevermind....i found the rate thread link. I just had to change veiw modes.

Mr.UglyPants
12-13-2007, 01:20 PM
A Map Converter mut would be better than recreating every War map into VCTF

Xyx
12-13-2007, 01:58 PM
That would work for most maps, but on some maps (Sinkhole, Islander, TankCrossing, maybe Floodgate) the cores are in inaccessible places.

iknowjohnny
12-13-2007, 10:13 PM
Theres another bug in this map i want to mention. As i said above i voted for you and love the map and do appriciate it. But this bug really bubs me, pun intended. :D So i wanted to mention it in hopes you or someone else if you don't want to might fix it.

the bug is that map allows the translocator unlike other vctf maps. It wouldn't bother me but 1)-i hate the translocator and always use the "no translocator" mutator when playing CTF. 2)- the translocator is not even in the wepons hud, so you never know where it is in the linup. I accidentally go to it in combat and sometimes die because i'm in heated battle with no weapon all of a sudden.

so again, i love the map and don't want you to take this the wrong way after all the work you put into it. But if you can fix it or allow someone else to that would be fantastic, as this map will likely be a fav of mine for a long time to come.

arucard
12-14-2007, 01:09 PM
Great map, nice job TC.

5/5 stars.

[Apoc]Cerberus
12-14-2007, 01:20 PM
@iknowjohnny: On the Hoverboard bug: Nice catch. I'll see what I can do, but since I didn't mess with the AI at all, this bug *should* also be present in WAR-Torlan, as well.

On the Translocator: I, and my entire clan, HATE the Tranny as much as you do. I'll see what I can do about eliminating the TR paths, but, again, this is something that was already in-place for the WAR version. Since I'm relatively new to UE, it might take some experimentation to get it right. An alternative; Our clan refuses to allow the Tranny on our server, so we will be creating a "NoTranny" mute. Once done, I'll get a link posted in the UTForums. That way, you can kill the Tranny on all of the maps without waiting for a non-tranny version of a map to appear.

Thanks for all of the support, guys! And, thanks for the votes!

iknowjohnny
12-14-2007, 02:24 PM
Fantastic !!! Whether a fix or mut that would be awesome. Of course there is already a no tanslocator mut in the stock game, but it only shows in the list when you pick a CTF map, but it's not there when you pick a VCTF since usually the transolocator isn't available in VTCF. But this map being a conversion it's apparently missing whatever coding is needed to remove it like stock VTCF maps do. Thanks

iknowjohnny
12-14-2007, 08:35 PM
UPDATE: its not the map that is the problem with the translocator !!! Sorry i jumped the gun, but after experimenting by removing mutators i found it was a mutator that was causing it. The binblaster weapon mut was the culprit. The hoverboard issue in the river is the map tho because i removed all muts and tried it but that issue remained. but don't worry bout the translocator. thats an issue for the person who made the binblaster weapon.

[Apoc]Cerberus
12-15-2007, 11:15 PM
Johnny: I tested Epic's WAR-Torlan; the Hoverboard bug is embedded in their default map, I'm afraid. Try the WAR-Torlan map, and you'll see it there. I can't seem to find a workaround that's effective. I did notice that in both WAR-Torlan and VCTF-Torlan that the entire run from the mouth to the mid-point is not affected. If you play the map with zero opponents (to keep from getting constantly shot at ;)), then try taking the run one-step-at-a-time, trying the Q button with each step, you will find that the hoverboard wll appear about every three or four steps. Damned bazaar, if you ask me. Since the bug is in Epic's default map, it may take them to figure out a solution. I tried a number of things, but none worked. Part of me is relieved that I didn't create this bug, but another part of me wishes I had; Like, if I accidentally deleted a volume or something. At least, then it would have been an easy fix; Find the differences between the two maps, CTRL+C - CTRL+V, and the fix would be done!

iknowjohnny
12-16-2007, 12:01 AM
Actually, i found a work-around thats fine. Just jump, and in the middle of the jump hit the hoverboard key and it works. Or another way is jump up one the bank if it's not too steep where you are and you can then activate the board. The bug only happens when you are in the water with your feet planted either walking or standing still. But once you get your feet out of the water you can board.

[Apoc]Cerberus
12-16-2007, 08:30 AM
Well, it turns out that it is not a bug, after all. The reason why you can't use your Hoverboard in certain areas of the river near Red Base mouth is because the water is *deeper* there. Once you are in the water so deep, the Hoverboard is supposed to disable. I tried adjusting the Z-axis of the water, but once I got the water shallow enough that you could use your HB anywhere in it, the water was too low and actually *under* the riverbed near Blue Base mouth. I'm thinking, for aesthetics here, we would be better off using your Jump+HB workaround, rather than destroying the look of the river.

b0b7h3r1pp3r
12-17-2007, 04:11 AM
this map is fing huge even for VCTF...too large for my tastes but i know a good many people were waiting for it so i wont down you for making it :)

[Apoc]Cerberus
12-17-2007, 01:16 PM
bob: I guess it's all in how you define huge. Huge for 4 on 4 or 5 on 5; Yes. However, our clan's server (if a Linux distro *EVER* gets released) will probably be set for 24 slots. 12-12 is a nice number for a map this size. Besides, it's no bigger, or smaller for that matter, than UT2k4's VCTF-Torlan. Now, if you want to talk Huge, let's talk about UT2k4's VCTF-Valarna...

Now, that's *HUGE*! ;)

iknowjohnny
12-17-2007, 02:59 PM
I only play SP, but if i had my way this map would be on the small side for a vehicle map ! I like huge areas to roam as i head to the other base as long as it's a vehicle map. Makes it a lot less boring, and in vehicles a much smaller map means by the time you jump in the vehicle and hit forward it's time to jump out. Bigger maps also mean more different ways to go.......again, relieves the bordom factor. Now CTF and any non vehicle game, then i can see much smaller.

b0b7h3r1pp3r
12-17-2007, 04:40 PM
I guess I am just more of a fan more chaotic action than a map this large can readily provide. I also prefer to not have to use vehicles as a main transport. I'm a fan of VCTF maps like sandstorm in that the vehicle use is almost completely for the sole purpose of increasing firepower. When I have the flag I dont want to have to run or hoverboard for all eternity to get back to my base. Like I said though, this is strictly my opinion and has nothing to do with this map specifically so I'll withhold a rating.

[Apoc]Cerberus
12-18-2007, 08:20 PM
Bob: You're kidding! Are you cranking up the number of Bots??? UT3, by default, gives you the MINIMUM number of bots; in this case, 11. That is only 6 on 6, and yeah, that would make for a slow map. Crank up the Number Of Opponents to the max of 31 for some 16 on 16 action. You'll be in your first firefight about 10 seconds after you spawn in, and in about 5 seconds after each respawn.

As for putting vehicles in small maps for the "sole purpose to increase firepower", why not just put a dozen Redeemers in a small CTF map, and call it a day? With hand-held Super-weapons like the Deemer, and more super-weapons will be on the way thanks to modders, there is simply no need to add vehicles to a map that is too small to drive anywhere. Using vehicles just to increase firepower just isn't logical. The whole point in the development of Vehicle support for UT's VCTF was for the purpose of being able to create more expansive maps.

As far as Hoverboarding long distances with the flag, have you tried grappling onto a Raptor or Fury yet? Hoverboarding a hundred feet above the ground is a blast! ;)

Besides, my clan's chief resident mute-maker is busy working on several mutators that will be featured on our server, and we are planning to make them available, so non-online players can download them and run the mutes solo;
Apoc MatrixMoves will give you super-high jump, wall running, and mid-air hovering capabilites. (Like that opening scene with Trinity and the cops in the movie The Matrix)
Apoc CarryTF mute will give you the ability to carry a flag in any non-flying vehicle, as well as eliminating the flag transport. If the flag is dropped, you don't simply touch it to transport it to your base. You actually pick up your own flag and either run it back to your base, or run it to the enemy's base and score on their flag.

iknowjohnny
12-19-2007, 11:56 AM
I'll tell you what i'd love to see....a mut where you can configure it so that if the flag is dropped it stays where it was dropped till someone gets it. Normally if no one gets to it within about 30 seconds or maybe a minute, it automatically goes back to the base. i can't tell you how many times i have died with the flag and then run back to where i dropped it and just as i'm approaching it it disappears and goes back to the base w/o anyone touching it. I suppose they do that in case the flag ends up dropped in a place where theres no way to get to it. but they could give you a way around that in the mut like a keybind that sends it back after a certain time. Maybe not a mut for MP, but for offline bot play i've always wished for that in 2004 and now UT3.

[Apoc]Cerberus
12-19-2007, 01:02 PM
Johnny: A keybind wouldn't work, as someone could send the flag back whenever they see an enemy peep closing on thier dropped flag. The problem with such a mute, is that there are times when the flag may fall into an unreachable spot, like a crevice or the side of a steep cliff. Without a timed return to base, the map would never end. Maybe a mute that could give you the option to set the timed flag-stay to one or two minutes?...Just a thought.

ViToUno
12-19-2007, 01:14 PM
I have yet to see this map on a sever, what up? Maybe I'm just timing it wrong.

iknowjohnny
12-19-2007, 01:17 PM
Cerberus;25182299']Johnny: A keybind wouldn't work, as someone could send the flag back whenever they see an enemy peep closing on thier dropped flag. The problem with such a mute, is that there are times when the flag may fall into an unreachable spot, like a crevice or the side of a steep cliff. Without a timed return to base, the map would never end. Maybe a mute that could give you the option to set the timed flag-stay to one or two minutes?...Just a thought.

You must not have read my post fully because i said exactly what you did.

[Apoc]Cerberus
12-19-2007, 10:00 PM
Johnny: Sorry, bud. I just missed your point, that's all. Been a bad week. My apologies for not getting it. ;)


I have yet to see this map on a sever, what up? Maybe I'm just timing it wrong.
So far, I've only seen it served out on two servers, but wasn't actually expecting it to get served out by anyone until the server bug gets fixed. Our clan's Linux server keeps freezing up with just the stock maps and no mutes. Imagine how often it would freeze with custom content! :eek:

Until the server bugs in the Linux distro are fixed, we won't be serving *any* custom content. And, since the bug exists in the Windows server distro, others are hesitant to run custom content, as well. You'd be best served to serve yourself, ATM.

ViToUno
12-20-2007, 11:18 AM
Cerberus;25183291']Johnny: Sorry, bud. I just missed your point, that's all. Been a bad week. My apologies for not getting it. ;)


So far, I've only seen it served out on two servers, but wasn't actually expecting it to get served out by anyone until the server bug gets fixed. Our clan's Linux server keeps freezing up with just the stock maps and no mutes. Imagine how often it would freeze with custom content! :eek:

Until the server bugs in the Linux distro are fixed, we won't be serving *any* custom content. And, since the bug exists in the Windows server distro, others are hesitant to run custom content, as well. You'd be best served to serve yourself, ATM.

Well that explains it. thanks:)

DarkAvenger
12-20-2007, 03:59 PM
Wow, this map is so cool I've made it the default map on our server.

We have several mods/mutators on ours, so if you don't like low gravity, multijump, dodgejump, etc, then it's not for you. But you're more than welcome to check it out.

[Apoc]Cerberus
12-20-2007, 10:31 PM
Hiya, DA! Glad you like the map! I've enjoyed plenty of time on a number of UT2k4 {SAP} Maps! Planning on any UT3 remixes?

EDIT: Most notably; Any plans on a UT3 version of Thumper? We've been running Thumper on our Apoc MatrixMoves Official Server, and it's got a rather popular following. I'd relish the chance to test out a UT3 version! ;)

DarkAvenger
12-21-2007, 12:33 AM
Definitely going to be migrating several SAP maps to UT3. I'll let the original author of the Thumper map -- {SAP}asciiKing -- know about your interest.

UT3sysop
01-03-2008, 11:27 PM
Just Wanted to let you know I added your map to my maplist on !!!!_RocketWhoresWorld! Awesome Map!

Keep up the good work

Cya

Undervinc
01-13-2008, 03:02 PM
is cobra gonna do a ps3 version for this one too???
cause i wanna try this one too.
just to tell you with any flying or gliding vehicule
there is a problem when you shot.it look weird

ambershee
01-13-2008, 03:20 PM
Cerberus;25148942']Yeah, it's all embedded.

AFAIK, You should be able to use content from another map, just as if it were in a package, and thus not need to embed it into your map.

[Apoc]Cerberus
01-13-2008, 03:30 PM
Undervinc: I'll ask Cobra & see. Although, admittedly, this is one freaking *HUGE* map.

amber: It was already determined not to be a bug. The reason why you cannot jump on your Hoverboard is certain areas of the river is because the water is deeper in those areas. Leaving it that way simply makes the play more real, IMO.

Undervinc
01-13-2008, 05:00 PM
Cerberus;25231450']Undervinc: I'll ask Cobra & see. Although, admittedly, this is one freaking *HUGE* map.

amber: It was already determined not to be a bug. The reason why you cannot jump on your Hoverboard is certain areas of the river is because the water is deeper in those areas. Leaving it that way simply makes the play more real, IMO.

ok tanks man but should be working very fine..u know cause some of warfame map are very big so i dont see why it would not work.
and your map are the best one man.for the moment.

[Apoc]Cerberus
01-13-2008, 08:16 PM
Big props to Cobra991 for cooking this for PS3ers!!! Thanks, man!

First post updated with the link. Enjoy, guys!

cobra991
01-13-2008, 08:43 PM
It was my pleasure, glad to help, thanks :)

Undervinc
01-13-2008, 09:00 PM
tanks to all of you man.it working very good on ps3

Herby
01-21-2008, 09:49 AM
It works great on the PS3 thanks.

Metalpain
01-21-2008, 09:57 AM
Can you post it in Ut3mod.com

[Apoc]Cerberus
09-07-2009, 01:44 PM
I updated Torlan & recooked.
The links in the first post have been updated.

v1.2.4 ChangeLog:
Added Kismet/Matinee sequence to all four gun turrets.
Moved Redeemer to top of tower.
Moved berserk to sub-base under the bridge.
Added portals to connect bridge to top of tower.
Added portals to connect Main Base with Nemesis Sub-Base for each team.
Added MapPic screenshot for Instant Action.

PLEASE NOTE: I do not own a PS3, so I have no way to verify my PS3 cook! It would be most helpful if any of you PS3ers could post back on success/failure of this map on the PS3. Thanks.

DaemonicKnight
09-07-2009, 02:11 PM
When i downloaded and extracted to the UT game folder etc it said file was corrupt.

[Apoc]Cerberus
09-07-2009, 03:08 PM
Interesting...

3 days ago, a fellow member of Clan Apoc downloaded the map with no probs...
Yesterday, FileFront goes down to make "Improvements" to their services...
Today, nearly half of my uploaded files are corrupt.

DK, Thanks for letting me know...

Link in first post updated with FRESH copy.
I downloaded it & verified it.

DaemonicKnight
09-07-2009, 03:26 PM
Thanks Cerberus. No Problem :)

[Apoc]Cerberus
09-07-2009, 04:36 PM
I hope the new download works for you, DK.

I also uploaded to Unreal Playground, and posted links in the first post.

coolcat22
09-07-2009, 05:11 PM
the new download is oke

Zerglings
09-08-2009, 03:23 AM
Does this update fix a bug stoping you from firing long range weapons and rockets it happened twice after that I stop playing that map because of the problem.

[Apoc]Cerberus
09-08-2009, 06:52 AM
I have never heard of any such bug.
Neither I, nor any of our clanners on our server have had any probs firing long distance.

Can you give me some details on the exact problem?
PC version or PS3 version?
Specific weapons affected?

Zerglings
09-09-2009, 07:57 AM
PC version 2.1

Weapons affected Rocket launcher & Longbow Avril.

Vechicles affected Axon Cicada the only know vechicle affected.

Sometimes the weapon placements don't fire all the way to the targets.

Cicada fires only getting halfway to the targets you hear the shells hiting the ground.

[Apoc]Cerberus
09-09-2009, 09:34 PM
Thanks for the detailed description, Zerglings.
I will try to reproduce the bug on both v1.0.9 and on the new v1.2.4. Give a few days of testing. My biggest concern is that any such glitch may not be fixable; remember, this is a direct 1-to-1 conversion of Epic's stock map WAR-Torlan. There is no custom content added, so any glitch in VCTF-Torlan should also be in WAR-Torlan...

...unless...

Just a thought here; If you were experiencing this glitch on v2.1 patch, it may simply be an incompatibility issue with v1.0.9's cook, as v1.0.9 was cooked with patch v1.1.
Many folks reported compatibility issues with earlier cooks.

v1.2.4 was cooked with patch v2.1, so patch compatibility should be able to be ruled out as a potential problem. If you are feeling up to it, you could try v1.2.4, and see if you still see the bug while I'm testing both maps at this end. If you try v1.2.4, let me know your results...

...and thanks again.

PS: If any one else has seen this glitch, please let me know.

[Apoc]Cerberus
09-10-2009, 10:20 PM
Well, after testing both maps, I think I know what you are talking about, and if I am right, it's not a bug...

In both v1.0.9 and 1.2.4, I lose lock-on with the rocket launcher at about half-map, and I lose lock-on with the Avril at about 3/4-map, but this isn't a bug...Torlan is a HUGE map. Both the Avril and the Rocket Launcher have pre-defined ranges that their lock-on is capable of operating. As for the Cicada,...well,...I was never able to hit the broad-side of a barn with that freaking thing, anywho. So, I couldn't tell you if there is a problem with it or not.

I'll continue testing, and see if I find a bug or not, but right now I'm not seeing one in either iteration of the map.

Die_darkness
09-10-2009, 10:29 PM
vercion 1512.12.515133135414.54.45.1531.21.45.1.1.1.1545 of torlan :D xD

Zerglings
09-12-2009, 06:41 AM
Thanks for looking into the problem.

All I can do is download the new one then.

Coreper
10-05-2009, 07:02 AM
awesome!
Dling now!

OblivionLord
11-20-2009, 08:08 AM
Is there a non-VCTF version of this and if so where?

Thanks

Zerglings
11-20-2009, 08:13 AM
I Don't think so but I could be wrong try google type CTF Tolan and go from there.

OblivionLord
11-20-2009, 10:03 AM
CTF Torlan brings up quite a few hits although nothing specificly this map in a nonCTF type

Zerglings
11-20-2009, 08:36 PM
CTF Torlan brings up quite a few hits although nothing specificly this map in a nonCTF type

Nope no CTF Tolan I tryed myself.

OblivionLord
11-25-2009, 07:30 PM
damn well this is a map that would be nice to not be ctf. Its alot better than the torlan thats in the ONS2.0 also

[Apoc]Cerberus
01-10-2010, 11:01 PM
Are you folks serious???
You want a CTF version of this map???

Personally, I feel that this map is way too big for CTF, but if enough peeps want it, I'll do it. It's really a fairly simple matter of removing the vehicles, replacing the Avrils+Ammo, and deleting the VolumePathNodes used by the AI for flying bots.
Still, we are talking about a ginormous map, here. I've had others complain that they think it's too big for even VCTF.