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  1. #1
    MSgt. Shooter Person
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    Smile AS-ABP-Protocore (bots inc)

    Name:AS-ABP-Protocore
    Version:V6.1 (Final)
    Compatibility:Latest Patch

    Description:

    Bots now fully work (long time coming)
    Fixed the duel power core bug
    Fixed some lighting issues
    Changed the start to match faster clan game play
    Loads of little tweaks to make for a faster game play

    Story:
    The United Shipping Corporation is a valuable goods transport and transfers company
    that was reputed to have had one hundred percent success rates in all of its transport
    runs. That was until the Hellions decided to attack and hijack the U.S.C. Expeditious,
    which was carrying an experimental energy core which was to be tested for use in various
    new startship engines for the New Earth Government. The NEG, hearing of the ship's
    takeover, dispatched a reclamation force in order to reclaim the energy core so it
    would not fall into the wrong hands via the black market.


    Screenshot:







    Credits: Ciaran O Kelly aka Venguard / Readme File

    Homepage:
    http://www.clan-holo.com , http://www.drylobster.com/

    Download:
    http://www.drylobster.com/download/ut/Protocore.zip
    http://www.vensguard.com/downloads
    Last edited by legacy-Venguard; 04-05-2005 at 01:24 PM.

  2. #2

    Default yay ! Final version !


    thank you ! :up:
    ps : Make Bots work too please
    Last edited by BuffyTheSlayer; 01-18-2005 at 09:49 PM.
    = Buffy The Jedi Knight =

  3. #3
    MSgt. Shooter Person
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    Default

    I will download it and give you some feedback later. If i like it i will add it to my custom Assault Server.


    Edit: Ok, now i have tested it. It really looks great and should be funny to play. I will add it to my server to see how the gameplay is. But iīm really dissapointed that you didnīt add any bot. support. So people also donīt have any help to orientate on the map. Took me some time to find the obj on first play. You have spend so much time on the matinee stuff, so why the hell no bots? It should really be easy on this map. If you need help ask me. I know the most secrets of Assault pathing.
    Last edited by legacy-LuckyStrike1972; 01-17-2005 at 01:01 PM.

  4. #4
    legacy-cyzmyass
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    Default

    nice:up:

  5. #5
    MSgt. Shooter Person
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    Default

    i started to put in bots, but im new to pathing, im gonna watch some of the bot pathing stuff on the UT2K4 DVD SE, maybe then future maps will have bots

  6. #6
    MSgt. Shooter Person
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    Default

    Yes it helps but on the CD you will not find the needed things for Assault.

  7. #7
    Redeemer
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    Default

    Oh my, you used my storyline. :bulb: Awesome to see this is released. Great job.

  8. #8
    Iron Guard
    Join Date
    Mar 2004
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    Default

    Quality map. Now if only I could convince Ven to really polish it up.......

    Download this map if you're into Assault, since it avoids the "Assault map curse" and is actually a good map.

  9. #9
    MSgt. Shooter Person
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    yah i should of listend to you c9 i hear there is some problem with the second objectives when using the arrow guids, it points you to the 3rd objective. strange i never saw this coz i have that turned of along with the path find trail thing.
    the ship thing is still buged but thats due to unreal mover bug. damn you epic

  10. #10
    MSgt. Shooter Person
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    Default

    Originally posted by LuckyStrike1972
    Yes it helps but on the CD you will not find the needed things for Assault.
    yah there is just basic bot pathing, god damn epic screwed over the assault community, there is not even a video on how to make assault objectives lol

  11. #11
    Redeemer
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    Default

    AS pathing is pretty similar to pathing for other gametypes, in my opinion. Only things that may be included are the usage of triggered BlockedPaths, but other than that I don't think there's much of a difference.

    Then again, I have only tried to path 1 AS map, with very limited success.

  12. #12
    MSgt. Shooter Person
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    Default

    AS pathing is pretty similar to pathing for other gametypes, in my opinion. Only things that may be included are the usage of triggered BlockedPaths, but other than that I don't think there's much of a difference.
    Donīt think that it is so easy. Very important are the Assault pathnodes. There are much differences. And for defenders you need AI scripts.

  13. #13

    Default

    You need those for CTF maps too. The only real navigation differences are blocked paths, and figuring out those freaking PlayerSpawnManagers.

    Figuring out how to make objectives isn't that hard. *cough*tutorialinmysig*cough*

  14. #14
    Iron Guard
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    Default

    dwnloading>>>>

  15. #15
    MSgt. Shooter Person
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    Default

    Originally posted by Angel_Mapper

    Figuring out how to make objectives isn't that hard. *cough*tutorialinmysig*cough*
    yah this is how i learned thanking you very much, also loads of help was givin over at the fourms at http://www.clan-holo.com

  16. #16
    Skaarj
    Join Date
    Mar 2004
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    Default

    This map rocks even without bot pathing. If bot pathing was ever added and perfected it would just be icing on the cake. I'm hoping someone at Epic takes note of this map and gets inspired to create an Assault Map Pack.

  17. #17

    Default

    mirrored at Ut200XFiles

  18. #18
    MSgt. Shooter Person
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    Default

    thanking you!

  19. #19
    MSgt. Shooter Person
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    Default

    Looks pretty neat. I'll have to check it out.

  20. #20

    Default

    Argh. A couple of major complaints.

    1) Use togglescreenshotmode when taking pics for your map preview. Nothing says unpolished like "Press Fire To Start" in the preview. Also, take a few shots and make it a MaterialSequence.

    2) When you start on the ship, and it takes off without you, are you supposed to wait there for it to come back?

    3) Halfway through, the objective arrow pointed to the powercore, which made a few objectives confusing since I kept trying to follow the arrow.

    4) One of the objectives is unlabelled (in the objective list on the HUD).

    5) The door right after the energy core takes WAY too long to explode. I started running around thinking I was supposed to go somewhere else.


    6) Not your fault, but use my FixedEnergyCoreSpawner to stop the energy core from showing on the HUD all the time.

  21. #21
    MSgt. Shooter Person
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    Originally posted by Angel_Mapper
    Argh. A couple of major complaints.

    1) Use togglescreenshotmode when taking pics for your map preview. Nothing says unpolished like "Press Fire To Start" in the preview. Also, take a few shots and make it a MaterialSequence.


    ill know from now on, i never knew about thats command, thanking you

    2) When you start on the ship, and it takes off without you, are you supposed to wait there for it to come back?
    If you miss the drop ship (better to miss it coz for some reason unrel dont like people on movers) there is a respawn counter after 12 sec and you can tele to the drop ship drop point.


    3) Halfway through, the objective arrow pointed to the powercore, which made a few objectives confusing since I kept trying to follow the arrow.
    I was only told about this problem after release, the problem is i have all assault help/arrows turned of in options, never noticed it till someone who has it turned on said it.

    4) One of the objectives is unlabelled (in the objective list on the HUD).
    yah its the blow door objective, forgot to put it in

    5) The door right after the energy core takes WAY too long to explode. I started running around thinking I was supposed to go somewhere else.
    ok this was a game play issue, i was having, i had to make the call to make the timer longer from 5 sec to 10 sec. the reason for this is so the defence team have time to man turrets and set defence on the last objective, when the timer was on 5 sec most of the defence team had not even out of the spawn before the core was already have way down the room. the game was ending way to fast, i wanted the last objective to last that bit longer for close games, i dunno if you have played it online yet (lobster server has it with some great players) but the last objective plays out really well when there is just 30-40sec remaining for the attacking team to beat the other teams time. well i think so anyhow

    6) Not your fault, but use my FixedEnergyCoreSpawner to stop the energy core from showing on the HUD all the time.
    yah i saw a post on clan holo forums about this, this should be used for all power core objectives, great work as always from you.

    you gonna release a beta of your assault map? maybe a closed one?

    oh and thank you for your comments, ill have to let you check out my new map when its somewere near beta.

  22. #22

    Default

    Originally posted by Venguard
    you gonna release a beta of your assault map? maybe a closed one?
    Not anytime soon. :bulb:

  23. #23
    Redeemer
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    Default

    Originally posted by Angel_Mapper
    Not anytime soon. :bulb:
    :cry:

    Originally posted by Venguard
    If you miss the drop ship (better to miss it coz for some reason unrel dont like people on movers) there is a respawn counter after 12 sec and you can tele to the drop ship drop point.
    Maybe, if you add a teleport node behind the door on the first ship (for those who are too slow to react to the AS-relocation thingie), then make the door open as soon as the dropship arrives, then all should be fine!


    I haven't tried this out in the full release yet, but in the beta, when I was attacker, my viewport would be "leaning" to the left.. :bulb:
    As it didn't "lean" while defending, I can only assume it was something with the map. Know anything about that?
    -Jes- <3 Minecart!

  24. #24
    Iron Guard
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    Default

    Originally posted by Angel_Mapper
    2) When you start on the ship, and it takes off without you, are you supposed to wait there for it to come back?
    This is one of the coolest parts of the map. Allows me to spend the first 12 seconds leaping to my death with no penalty .

    So Ven, could we expect 1 more release, or another Beta of some sort? Or are you just tired of Protocore?

  25. #25
    MSgt. Shooter Person
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    people have been asking for a new release of it with the fixes to bot pathing and the weird arrow pointing to the last obj bug.

    there was talk of an assault map pack over at lobster fourms, if there is to be one the fully fixed with bots of protocore will be there.

    at the moment im 2% done of my new assault map, which will need ECE, due to the use of the following vehicles.
    Cicada,SPMA, Paladin and also the normal tank.

    dont expect a cluster **** of vehicles as the map will be balanced.

  26. #26
    Redeemer
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    I just played it at dallas and it's a really awesome map...it was very refreshing to play a 16 player game on a map that doesn't feel like it's squeezing everyone though the size of a ventilation duct...the scripted events is pretty cool and overall it was just a really fun map to play...the only thing I can point out is lighting...if the map had better lighting it would rank as one of the best as maps I've played...it just seems like the map has too much white light...like in that screenshot you posted with the green thing running along the top...I think it'd look better if there was green lighting to accompany it...

  27. #27
    MSgt. Shooter Person
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    i think your right about the lighting in that room, should be a bit green and not white. added to the list of things to change, thx for the comments

  28. #28
    MSgt. Shooter Person
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    bump^^ map is now on lobster for play, this map has been played over 500 times on a lobster server so im guessing everyone will find something about the map the like.

  29. #29
    Banned
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    At last there is bot support for this great map! Thanks. :up:

  30. #30
    MSgt. Shooter Person
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    downloading at the moment, I'll comment later, btw. first downloadlink doesn't work...

    ps: if you made the first two screens without hud, i'd think about using it as a desktopbackground...

  31. #31
    MSgt. Shooter Person
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    hmm use save as should work on first link

  32. #32
    MSgt. Shooter Person
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    You're right. save as works. Left-clicking gets you an 403

    I just played one round, so I dídn't had much time to test it, but....I got squashed, after I delivered the engine. not important, but looks a bit strange

    Is this the Core-Bug you were talking about?

  33. #33
    MSgt. Shooter Person
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    nope core bug was with the new patch, if someone had the core while the next obj was not cleared another core would spawn, giving the attackers 2 cores to clear the obj with. epic have not patched it yet so i just had to rearange objectives so only one spawns.

  34. #34

    Default

    Great map!

    Bot support pwnz. Can get a "bit" spammy, though. I'd have chosen a lower playercount.

  35. #35
    Skaarj
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    Default

    Originally posted by awaw
    btw. first downloadlink doesn't work...
    Thanks for bringing that up. I looked at it and found the problem. That first link works fine now. :up:

    <3 Ven

    I tossed this onto the Lobster server yesterday. Happy fragging!

  36. #36

  37. #37
    Redeemer
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    Smile

    Nifty little custom assault map for UT2004 and glad you fixed the bot pathing because they are not bad. The version I downloaded only has a ut2 file dated July 5, 2005 (5:02 pm) in the zip and is called v2, so I hope that's the right one because there seems to be only one place to download it from. I like the architecture, layout, lighting, chosen music and cool ending sequence. The objectives seemed fairly straight forward and I actually got a couple before the bots. I think it could use a better skybox and it seems the "disable research room energy locks" objective takes a bit too long (yes, I know it's two in one). I had fun playing this one.


 

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