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  1. #41

    Default

    Originally posted by MasterBlaster73
    What should happen when I enter the tubes??
    Right now, I end up falling next to the broken bridge at the bottom of the map.
    I may be the only one that has spoken up.
    Seems like a bug to me.
    I don't have problems with other maps.
    Are you using any mutators?

  2. #42
    MSgt. Shooter Person
    Join Date
    Jul 2003
    Posts
    403

    Default

    Originally posted by Angel_Mapper
    Are you using any mutators?
    Yes, a few.
    I will play without any of them and see if anything changes.

  3. #43
    MSgt. Shooter Person
    Join Date
    Jul 2003
    Posts
    403

    Default

    Now this is funny.
    I found the problem.
    I was playing with a mutator that adds parachutes.
    The shoots were opening which didn’t allow the player to shoot across to the other side.

  4. #44

    Default

    Heheh, well that'll do it. I'll have to take a look at that mutator and see how it could be affecting the map, do you have a link to it?

  5. #45
    MSgt. Shooter Person
    Join Date
    Jul 2003
    Posts
    403

    Default

    Here it is....
    http://www.ut2003hq.com/pafiledb2/pa...n=file&id=3636
    By the way, love your maps.

  6. #46

    Default

    Super-cool, though not entirely as I expected. The whole floaty island theme is beautiful and the crossbows/cannons are a fascinating piece of steampunk. :up:

    When I saw the screenies, I assumed that the crossbows were aimed at the enemy base and that people would be shot to the other base in an overhead arc. However, it's pretty much the other way around. I'm curious to know... was that a decision planned from the start?

  7. #47

    Default

    I've had this map idea since before I made the first one for UT99, so it's been floating around in my noodle for awhile.

  8. #48
    Iron Guard
    Join Date
    Oct 2004
    Posts
    573

    Default

    Great map! :up: Very fun! Very original in concept!

  9. #49
    MSgt. Shooter Person
    Join Date
    Jun 2005
    Posts
    225

    Default

    At first I disliked a bit the fact of having only 2 ways to get out of the base, but once you get used to that, it's a really cool map! Having different ways for attack and return make the map a Hide&Seek game, but with so many places to hide...
    The bots could have done better translocations, but it's enough now... and they understand how the cannons work, which is a great thing.
    Other than that... excellent work! I can't stop playing this one now. I hope AM will keep bringing us such cool ideas to this game...
    And Happy B-day BTW!

  10. #50
    Iron Guard
    Join Date
    Jul 2000
    Location
    VT
    Posts
    569

    Default

    Not much more can be added from the above comments - this map blew me away. I'm really starting to like CTF with brilliant maps with both nice gameplay and beauty like this one, Hydro64 and Gralada...:up: :up: (way up!)

  11. #51
    MSgt. Shooter Person
    Join Date
    Mar 2004
    Posts
    256

    Default

    Incredibly beautiful map:


    I found you can translocate (with low grav ) up to that highest nest type thing, which makes a great sniping spot. There are a lot of incredible sniping spots on this map, which are only accessible with lowgrav and the translocator. It would be neat to have an elevator, at least, to the top of each base, so you can get up there and do... stuff. Whatever you like.

    Here's more coolness:

    As usual, since I suck, I had to use slomo and zoom instagib to make that shot. :sour:

  12. #52
    MSgt. Shooter Person
    Join Date
    Oct 2004
    Posts
    225

    Default

    Love the graphic-side of the map, but the layout could be better in my opinion. It's not cool having to find your way up to the enemy flag when you're in their base. Tried double jumping up there, too high, tried liftjumping and got stuck to something on the ceiling; I finally ended up shieldjumping up there. And although the map concept is incredibly original (and very well executed also), there IS still only one way into the enemy camp...

    Anyway, well done; I certainly couldn't have done it any better.

  13. #53
    MSgt. Shooter Person
    Join Date
    Mar 2004
    Posts
    207

    Default

    the lift jump up to the enemy flag; you have to bail out early. just try it several times.
    and double jumping up to the flag is...
    do-able

  14. #54

    Default

    Ever consider making this a VCTF map and turning the air boats into actual vehicles? Just copy/paste Raptor code, remove weapons, downgrade maneuverability and enable flag carrying.

  15. #55
    Iron Guard
    Join Date
    Jul 2004
    Posts
    521

    Default

    Originally posted by Xyx
    Ever consider making this a VCTF map and turning the air boats into actual vehicles? Just copy/paste Raptor code, remove weapons, downgrade maneuverability and enable flag carrying.
    at first I thought you could drive them, because I didn't know about the cannons After a minute or two of jumping on them I realized they weren't vehicles.. great map

  16. #56
    MSgt. Shooter Person
    Join Date
    May 2003
    Posts
    145

    Default

    I tried to use the bridge but there is a blocking volume I think it would not let me land on it. Would be nice to have the bridge working and have a route that takes u to the back of the map ..

  17. #57

  18. #58
    Boomshot
    Join Date
    Mar 2005
    Posts
    2,740

    Default

    Downloading

  19. #59
    MSgt. Shooter Person
    Join Date
    Sep 2002
    Posts
    491

    Default

    ... and updated on Mapraider (with 2 more mirrors):

    http://www.mapraider.com/maps/?fileid=3462

  20. #60
    MSgt. Shooter Person
    Join Date
    Sep 2002
    Posts
    55

    Default

    Originally posted by Meroin
    [BI'm curious: Where's CannonFodder if this is CannonFodder2? [/B]
    CTF-CannonFodder

    CTF-CannonFodder (also by Angel Mapper... duh) is definately a blast Can't wait to try this one out!

    ....Is it just me or does the community think UT2004 is the first Unreal game? ><

  21. #61

  22. #62
    Redeemer
    Join Date
    Apr 2011
    Location
    Metro Manila, Philippines, Southeast Asia
    Posts
    1,449

    Smile

    Beautiful gameplay, atmosphere, skybox, physics, and everything in between. This map seems both permanently pirate team symbols instead of picking the team symbols at random. Great floating island map with the apparition of crossbow/cannon structure. Bots are decent but don't defend. Flag base seems tight, mostly you get focus at aiming to the enemy base from the cannon.

    Direct mirror added to UT-Files.com:
    http://ut2004.ut-files.com/index.php...nonFodder2.zip
    Last edited by Private Tux; 10-27-2012 at 10:03 AM.


 
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