View Full Version : CTF-Athea [Final][PC & PS3][Download]
Thrallala
12-20-2007, 02:59 PM
http://utforums.epicgames.com/showthread.php?t=605884 (Full version thread)
Download:
PC - http://files.filefront.com/CTF+Athearar/;9754643;/fileinfo.html
PS3 -http://files.filefront.com/CTF+AtheaPS3rar/;9759146;/fileinfo.html
Name: CTF-Athea
Version: Final
Compatibility: UT3 PC & PS3
Description: It is a pretty big ctf map with 2 identical bases, a terrain part between them, a cave and a path above the ground (pipes connected to 2 identical towers in the middle area). Since the best path to carry the flag is in the cave, I've added something to make it more balanced which will be described here;
Outside both bases, there's a small room with a triggered button. It can only be activated if your teams flag is NOT at it's base. When activated, the water level in the cave rises and stays there for 60 seconds, anyone who wants to travel between the bases via the cave will have to swim half of the way. When the 60 seconds has passed, the water level will go down to normal again, and you will not be able to raise it again until the 5 minute cooldown has passed (to activate it again, your teams flag can NOT be at it's base). The cooldown counts for both teams. Also, a player from team blue cannot activate the trigger in the red teams 'trigger room'. I'm also planning on making custom sounds for this trigger, which will let you know when the water rises, when it goes back to normal and when the cooldown starts/finishes.
The indoor part consist of 2 levels which are connected with elevators.
Weapons available: Bio rifle, Shock rifle, Link gun, Stinger, Flak cannon, Rocket launcher, Redeemer (above the Udamage, middle) and Sniper rifle.
Powerups available: Udamage (in the middle), Super helm (on both towers), Chest Armor (In both bases and outside both towers), Tigh Armor (1 in each base, on the second level of the bases) and Big health (in the middle, below the Udamage).
Screenshot
(Click to enlarge)
http://img406.imageshack.us/img406/4845/ctfatheadf0.jpg
Credits: Entil'sha and Zoo for helping me with Kismet Editor, AnubanUT for cooking it too PS3, Hourences for several tutorials, those who made the video tutorials that came with collectors edition of UT3 and everyone who has given me feedback on the map.
Fixes in this version:
Hopefully all bot pathing problems fixed.
Decoration changed for the room before the flag room and lots of decorations changed in most of the other rooms.
A few item placements changed
Added another path to the 2 towers (at the superhelm)
Lots of lighting changes.
Materials for crystals are modified (more glow), lamps in red base modified to fit the red light cone.
Floor material changes.
Lots of meshes/items which originally where placed a bit above the floor/ground are now placed correctly on the floor/ground.
Lots of decoration added throughout the map.
Preview image changed.
The water in the big room next to the exit of the base changed from green to normal.
And that's about it.
Please report any major bugs if you find any
xtremexp
12-20-2007, 03:01 PM
it looks nice but just wondering, will there be vehicles in this map because it seems there isn't so much space for them.
Anyway good jog, i'll keep a look at it :p
Taboen
12-20-2007, 03:16 PM
Looks very nice. If you need some space to put this map on, I have some. I'm a big fan of vCTF in UT3 and if anyone needs support making contributing these maps I'd love to help. Keep it up!
Thrallala
12-20-2007, 03:47 PM
it looks nice but just wondering, will there be vehicles in this map because it seems there isn't so much space for them.
Anyway good jog, i'll keep a look at it :p
As I wrote in my post, there will probably be Manta, Raptor, Fury, Scorpion and Hellbender, this might change though :)
And so far I've only been working on the indoor part of the map, most of the map will be outdoor.
chaos667
12-20-2007, 05:01 PM
yeah, it will be cool if there also would be cool designed outdoors! will wait for beta DL to test it )
Phoenix86
12-20-2007, 05:06 PM
looks funky :D
Thrallala
01-18-2008, 06:37 PM
Updated! (sorry about the delay).
Cold_Killer
01-18-2008, 07:50 PM
I really like the angel statue and the ramps with various levels and the crystals AND LOVE that fact that your making it VECHILE CTF :D !!! Good luck with the bot pathing. I'm sure someone one here can give you a hand with it.
Thrallala
01-18-2008, 07:59 PM
I really like the angel statue and the ramps with various levels and the crystals AND LOVE that fact that your making it VECHILE CTF :D !!! Good luck with the bot pathing. I'm sure someone one here can give you a hand with it.
Actually, I've changed it to normal CTF, veichles didn't quite fit for the map, since the flag bases where too big and not enough room for veichles.
NyghtcrawleR
01-18-2008, 08:24 PM
The whole atmosphere of it seems to be shaping up well. Not a whole lot of custom ctf maps out there so this is much welcomed.
BuffyTheSlayer
01-18-2008, 09:07 PM
this is one of best CTF map for UT3 for me :eek:;)
Brits__Hit
01-18-2008, 10:57 PM
Looks very cool.. looking forward to a playable version.
Arsenal55
01-21-2008, 04:28 PM
Wow.. looks awesome.. i want this for ps3
NDN_Shadow
01-21-2008, 05:07 PM
Lookin pretty spiffy. Can't wait to try it out.
Thrallala
01-21-2008, 05:25 PM
Update
1. Translocator not needed to get to Udmg due to bots not using translocator.
2. New jumppads on both towers (sniper spot), they lead to the ground not far from the tower itself. Again due to bots not using translocator.
3. A few small changes to the lighting.
4. several pathing issues fixed.
5. Two Stinger + ammo added to the cave path (1 near the red base and 1 near the blue base).
6. Redeemer added, it's placed in the middle of the map, above the shield belt.
7. Big health added, it's placed in the middle of the map, in the cave path.
Things to do before Beta release:
1. A few problems to fix with pathing (getting them to use the cave path, which they currently don't), might include some changes of the current design, as it is fairly hard to jump down to the cave from the red/blue base without touching the jumppad (might replace the jumppads with meshes).
2. Probably gonna change so that there's only 1 stinger in the cave path, the other stinger will be replaced with a different weapon.
3. Probably gonna replace Big health with Rocket Launcher and remove the 2 Rocket Launchers placed outside the bases (there's still 1 rocket launcher inside each of the 2 bases).
4. Terrain changes.
5. Making sounds for the rising water trigger.
6. Cooking it for PS3.
7. Some small sound changes.
A beta version of this map will most likely be up within this week, depends on how quick my current problems are solved though.
pionata
01-21-2008, 09:23 PM
Looks totally professional. Great stuff!
Omega-Dragun
01-21-2008, 09:43 PM
Nice work,its coming really well...I like the dark environment maybe you can add some fog/mist effect outside to add more effect to the rain outside.
Thrallala
01-22-2008, 04:35 AM
Nice work,its coming really well...I like the dark environment maybe you can add some fog/mist effect outside to add more effect to the rain outside.
Good idea, will probably do that :)
Thrallala
01-23-2008, 06:37 PM
Update:
1. expanded the cave area, bots are now correctly using all paths.
2. weapon replacements done.
3. most of the sound changes done.
4. sounds done.
5. paths for Udamage done
6. terrain done.
remaining fixes:
1. check for any remaining bugs
Beta = most likely tomorrow, saturday.
Thrallala
01-25-2008, 05:17 PM
Update
Volumes done.
Bots done.
Visuals done.
Music done.
Sound done.
Item placement done.
Kismet part done.
I will release the first beta version of the map tomorrow (saturday), I'm planning on testing it a couple of hours more before releasing it.
HorizonX
01-26-2008, 01:45 AM
Looks awesome! So do the bots work now? That's kind of a dealbreaker for me, heh. Thanks for the hard work!
Omega-Dragun
01-26-2008, 02:58 AM
Cant wait for this map! Looks so great!
Thrallala
01-26-2008, 05:54 AM
Looks awesome! So do the bots work now? That's kind of a dealbreaker for me, heh. Thanks for the hard work!
aye, they work :)
Thrallala
01-26-2008, 06:58 PM
Sorry about the delay, having some trouble with a water material... might take another hour to fix it. Beta release coming SOON!
Thrallala
01-27-2008, 06:17 PM
Sorry again for the delay (had lots of problems with getting the preview image and several materials to show up), fixed now though.
I'm also glad to say that I'm uploading the file to filefront atm and a playable beta version will be up within 20 minutes.
Thanks to anyone who've given me comments about it, a great motivation to not give up on the map :)
Update: First post is now updated with a download link (filefront) and new information and such, I hope you enjoy playing my map and give me some comments about bugs, good things, bad things etc. :)
TekHead
01-27-2008, 09:14 PM
So far so good on my server. This is one of the most detailed and colorful maps in my map list. ( I have 22+ maps ) thanks for the awesome map! Keep the good work up!! :D
AnubanUT2
01-28-2008, 01:51 PM
Very nice CTF map ... one of the best I have played thus far ... I really like the layout and the precision of the jumppads is very much appreciated. My only suggestion would be to better optimize it and find a better place the Udamage ... should there only be one that is in the middle and available to the team that reaches it first? Now that is something to think about. :)
Thrallala
01-28-2008, 02:20 PM
Hmm yeah, I was actually planning on changing that part, I'm thinking of placing the Udamage in the middle (at top) instead of the Redeemer, and move the 50 Armor pickups from the tunnel to the spot where the Udamage's are now... you think that would be better?
Oh and I played the map for abit myself and noticed the following bugs (which will be fixed before final version)
1. bots get stuck at the Bio Rifle (rare).
2. bots can't get their translocator over the fence (at the towers).
3. bots get stuck on the rocks @ Udamage.
Other things to fix:
1. the material on the outside of the red base is having some troubles with lighting.
2. some fixes for the blocking volumes.
3. Bots getting stuck outside the towers, another translocator bug (thanks BuffyTheSlayer for finding it)
AnubanUT2
01-28-2008, 02:52 PM
Cool man glad to see you really want this map to be a great level. I can't speak to the translocator bugs because I never use that thing. Also I agree with your changes ... although make sure the redeemer is a choice somewhere on the level ... it sure made clearing the base out before taking the flag fun and easy.
Thrallala
01-28-2008, 04:19 PM
Aye, will do!
Thrallala
01-30-2008, 06:22 AM
Need more suggestions for improvement before I can release final version, please :)
Omega-Dragun
02-01-2008, 08:57 PM
awaiting the final release cant wait for this map!
AnubanUT2
02-01-2008, 11:36 PM
Need more suggestions for improvement before I can release final version, please :)
Go ahead and release an RC1 and lets see if this is indeed done. Seemed like there were only a few improvements you needed to make and you were on top of them IIRC.
Thrallala
02-02-2008, 06:57 AM
Will release it soon, just need a day or so to test it.
Update: I've redone the design of two rooms leading to the flags, fixed (hopefully) all pathing bugs and a few blocking volumes, I will take tomorrow to do some testing and release the map on thursday.
Thrallala
02-07-2008, 05:44 PM
Update: Download link for Beta 2 added (final beta).
Changes in Beta 2:
2 of the rooms outside the flag room (both bases) have been re-decorated
Several emitters removed
Fixed a few bot pathing bugs
New preview image
Changed the lighting inside the bases abit
Udamage is now placed where shield belt was in Beta 1 (middle), Chest armor placed where Udamage was before, chest armor in the caves are removed.
(there is no shield belt in the map now).
1 medium health added to each base
A few blocking volumes added
***the material placed outside of both bases have not been fixed, still having problems with lighting, hardly noticeable though.***
###This is the final beta, final version of the map will be released once all remaining bugs (if there is any) are fixed.###
Please let me know all bugs you find in this map.
I also want to know if you have low fps while playing this map
gWilson
02-08-2008, 02:28 PM
I thought the gameplay was pretty solid. Good job. I did have some trouble maneuvering into that center section from the overhead pipes, but it's no biggy.
BuffyTheSlayer
02-16-2008, 03:36 AM
and I really love Beautifull Rain effects ... :eek:
also I want to see your DM map too :D http://img297.imageshack.us/img297/4729/heart2ax0.gif http://img297.imageshack.us/img297/4729/heart2ax0.gif
http://www.zimagez.com/miniature/highresscreenshot000001.jpg (http://www.zimagez.com/zimage/highresscreenshot000001.php) http://www.zimagez.com/miniature/highresscreenshot000014.jpg (http://www.zimagez.com/zimage/highresscreenshot000014.php)
BoomSlang
02-16-2008, 03:55 AM
Looking at the third screenshot (bottom left corner) that part looks like gothic. Which btw, I would LOVE to see on UT3 :D!!!
Thrallala
02-17-2008, 08:59 AM
Update: I've been sick for a couple of weeks and have been unable to work anymore on the map, but I'm feeling better now and will do the final changes soon.
(modified the crystal materials to give them some glow effect)
I've also come up with an idea for my next map which will be a 1on1 DM map, this one will probably get done pretty fast seeing as I've learned all the things in the editor that I need for making the map. Ofc, being a small map helps the process abit aswell ;).
Harmatia
02-17-2008, 12:21 PM
This is a beautiful map and it plays very well. Sadly, though, in the middle area I get worse performance than any stock map. It's pretty much unplayable =(
Thrallala
02-17-2008, 02:00 PM
Its probably the rain and the emitters thats causing the performance drop, i'll see if I can modify it to make it less demanding.
Berekän
02-20-2008, 04:55 PM
Looks Great! /Congrats
Hope we can see more of your maps ^^
BuffyTheSlayer
03-04-2008, 04:44 AM
Hope final release coming soon :D
Thrallala
03-04-2008, 05:04 AM
Final release would probably be in a couple of days, I just need to get it working on PS3 first :)
Thrallala
03-05-2008, 11:21 AM
Update:
Final version of CTF-Athea done!
fixes:
Hopefully all bot pathing problems fixed.
Decoration changed for the room before the flag room and lots of decorations changed in most of the other rooms.
A few item placements changed
Added another path to the 2 towers (at the superhelm)
Lots of lighting changes.
Materials for crystals are modified (more glow), lamps in red base modified to fit the red light cone.
Floor material changes.
Lots of meshes/items which originally where placed a bit above the floor/ground are now placed correctly on the floor/ground.
Lots of decoration added throughout the map.
Preview image changed.
The water in the big room next to the exit of the base changed from green to normal.
And that's about it.
I will make a thread in Final Releases when the PS3 version is ready
BuffyTheSlayer
03-05-2008, 05:43 PM
I go check Full Release later :D;)
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