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  1. #1
    Iron Guard
    Join Date
    Dec 2003
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    531

    Question CTF-NeotericMetal

    Name: CTF-NeotericMetal
    Version: 1.0
    Compatibility: UT2004
    Description: Onslaught's introduction into the tournament had fans flocking in to see the mayhem, leaving behind the classic, more graceful tournaments like Capture The Flag. In meeting the demands of CTF devotees, Liandri designed a new Arena that would be the birthplace of a new generation of CTF. Welcome to Neoteric Metal.
    Comments: Large side by side style CTF map.
    Screenshot:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Credits: Beta testers.
    Homepage:
    Download:
    Unrealplayground:
    http://www.unrealplayground.com/mapper.php?id=28464
    ut2004maps.com:
    http://www.ut2004maps.com/modules.ph...id=660&ttitle=

  2. #2
    MSgt. Shooter Person
    Join Date
    Feb 2004
    Posts
    99

    Default

    Looks nice

    Before I download... is the layout easy to navigate, with good bot support?

  3. #3
    Iron Guard
    Join Date
    Apr 2004
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    537

    Default

    Looks ace!
    Downloading now.
    I have no idea how all you excelent mappers out there can put all these SMeshes in your maps so efficiently, I have absolutely NO sence of SMesh placement lol. Its a shame realy, its the one thing stoping me from being a good mapper.

  4. #4
    Iron Guard
    Join Date
    Dec 2003
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    531

    Default

    you may find the layout a little complex at first. although there are navigational arrows. But after playing once you shouldnt have any problems with findng your way around.
    Bot support is good, but not perfect. The bots will only rarely do something stupid and so you will be able to play against them just fine.

  5. #5
    MSgt. Shooter Person
    Join Date
    Mar 2004
    Posts
    230

    Default

    This is an excellent map, good play, some z-axis and really nice visuals.

  6. #6
    Iron Guard
    Join Date
    Dec 2003
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    531

    Default

    Thanks, i put a lot of work into that map, glad you like it

  7. #7
    MSgt. Shooter Person
    Join Date
    Oct 2002
    Posts
    208

    Default

    An excellent map. The visuals are great (nothing ground breaking but it's as good as it gets - and most def. retail standard at the very least) and there's not a huge amount of clutter to get stuck on. Frame rates are good. Even on my rig which only has FX5600XT 128MB video card. Layout is complex and yet simple enough to keep you coming back for more.

    In summary: A good solid ctf map that plays well in both norm weaps. and ICTF mode. So which ever type of ctf fan you are this map should be on your hard disk, it's that simple.

  8. #8
    MSgt. Shooter Person
    Join Date
    Mar 2004
    Posts
    318

    Default

    Looks very nice

  9. #9
    Skaarj
    Join Date
    Jun 2004
    Posts
    17

    Default

    I have to agree, this looks like a great map :up:

  10. #10
    Iron Guard
    Join Date
    Dec 2003
    Posts
    531

    Default

    I was a little worried about frame rates, cause my pc only manages around 20fps on normal details in the middle areas. But i spose as long as it runs on my pc it should be fine for most, cause my pc is only a 866mhz p3 with a geforce fx 5200 128mb lol. Thanks a lot for compliments

  11. #11
    Iron Guard
    Join Date
    Oct 2002
    Posts
    560

    Default

    Im not being critical, but in your next map you may want to consider using trims to where the floor finishes change/abut. It'd make it look "neater" . Easy enough to do with a stock mesh or with a brush.

  12. #12
    Iron Guard
    Join Date
    Feb 2003
    Posts
    640

    Default

    Nice one indeed. Hope you get some prizes in the compo as long as i end nr.1 :P.

  13. #13
    Prisoner 849
    Join Date
    Oct 2003
    Posts
    942

    Default

    Downloading...

  14. #14
    MSgt. Shooter Person
    Join Date
    Mar 2004
    Posts
    84

    Default

    Nice layout....like it!

  15. #15
    Palace Guard
    Join Date
    Oct 2002
    Posts
    3,215

    Default

    Nice map:-).

    I do get a very little pause here and there,dont happen with any other maps even cbp 2 ones...
    (maybe too much static meshes in for my system?)

    Anyway nice map:-)

    10x

  16. #16

    Default

    GJ Chook...knew youd pull it off!
    I clog arteries, EAT ME!!!

  17. #17
    Iron Guard
    Join Date
    Nov 2002
    Posts
    766

    Default

    Great map, much better than I thought it would look/play from the pix. Though why in gods name did you use THAT sky box? It's the only sky box I know of that looks like crap on anything other than highest texture detail. I usually play on normal everything, and like when my sky box still feels real even on those settings, and tust me I have played on many maps that did.

    Also I was getting FPS drops in weird spots. I could look down the entire hall way where the red and blue jump pads were and get average to above average FPS, yet I could look across half a room or less in other areas and get FPS in the low 20's. What's up with that?

    Other than those two things game play/flow was great, fun factor was good, and visuals were pretty sweet. GJ :up:

  18. #18
    Iron Guard
    Join Date
    Dec 2003
    Posts
    531

    Default

    Ii never noticed the skybox not looking good, cause I play with highest texture detail, although most of my other options are down to normal.
    In regards to the fps drop, I am not sure what would be causeing that, I zoned off every room, and hallway. But thanks, and glad you like it

  19. #19
    MSgt. Shooter Person
    Join Date
    Mar 2004
    Posts
    299

    Default

    a great map! :up: :up: good layout! Great Static use and palcement... great optimization! bot support is great... good job on the map! I can't wait to see your maps for Kopholus assault pack!

  20. #20
    MSgt. Shooter Person
    Join Date
    Jul 2004
    Posts
    52

    Default

    Sweet job! Better then I'll most likely do for a LONG time. I would never want to place so many static meshes!

  21. #21
    Iron Guard
    Join Date
    Dec 2003
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    531

    Default

    Thanks. Not long until the ut2004maps.com competiton winners are announced, hope my map goes good in it.

  22. #22
    Iron Guard
    Join Date
    Dec 2003
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    531

    Default

    Well, good news for me. CTF-NeotericMetal placed 2nd in the www.ut2004maps.com competition.

  23. #23
    MSgt. Shooter Person
    Join Date
    Jul 2004
    Posts
    93

    Default

    Originally posted by ChookWoods
    Well, good news for me. CTF-NeotericMetal placed 2nd in the www.ut2004maps.com competition.
    Congratulations on that, and deservedly so. [ though I dunno what got first, but your map should have ]

    This has got to be the most enjoyable map I have played in a while. It just feels right. I don't play on-line but I put a lot of bots in a game, usually around 20 - 24, and it runs as smooth as silk for me. The bot support is superb, I never saw any of them doing anything weird, and in fact, they play too well. I got some serious thrashing by the buggers.
    Even the grass in the the ditch areas outside felt "soft" if you know what I mean. I just love the flow of this map.

    I'll be playing this map a lot. I pretty well know my way around the map now so I should start getting some revenge - hehe.

    Well done ChookWoods, and I will be getting your future maps without hesitating, you obvioulsy care about bot support and that means a lot to me, as well as the visuals and "feel". I did see a couple of little glitches, but so unimportant it doesn't matter.

    Thanx and congrats again.

  24. #24
    MONSTER Member

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    Aug 2003
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    1,288

    Default

    Looks awesome...Downlading...

  25. #25
    Prisoner 849
    Join Date
    Oct 2003
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    942

    Default

    Not bad... Not bad at all...

  26. #26
    Iron Guard
    Join Date
    Dec 2003
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    Default

    Thanks ::GiBlitZ::, it means a lot to me that you love the map
    I tried really hard to make this map as best I could, so i am just really glad you like it.
    I am suprised at the bot support actually, that was a huge pain in the a$$ to set up, seeing as this is my first map that i have tried to bot path, and the bots just didnt get the idea that they are supposed to run to the other base and get the flag, they felt it better to crouch and slowly walk around their spawn point :P

  27. #27
    Redeemer
    Join Date
    Jul 2006
    Location
    Tampa, FL USA
    Posts
    1,315

    Cool

    Cool default music choice, but I think I've played something like this before (maybe similar skybox and stuff on a platform similar). I like the metal theme and a-mazing layout with twists, turns and some z-axis. Bots are good, but need help defending and CTFing actually. You'll need teamwork if you can ever find this one online these days though.
    http://www.unrealplayground.com/foru...o=file&id=3148

  28. #28
    Redeemer
    Join Date
    Mar 2004
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    TEXAS
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    1,605
    Gamer IDs

    Gamertag: ReiDevJord

    Default

    Pretty nice map, but very easy to glitch and under the terrain.

  29. #29
    Redeemer
    Join Date
    Apr 2011
    Location
    Metro Manila, Philippines, Southeast Asia
    Posts
    1,438

    Thumbs up

    Very nice industrial map with fancy player load recommendation (16-20 players), that is because of tainted large scales everywhere, very wide z-axis and the bots are really tough by which I can't remember for these years. I know that the bots are useless of going down through the alternate paths: under the terrain and the Super Shield Belt room at the middle of the map downwards, unless the bots' skills are set to Adept or higher.

    http://www.mapraider.com/maps/?fileid=2237
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