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  1. #1
    MSgt. Shooter Person
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    Map - Vehicle Capture the Flag (PC/PS3) vCTF-FactoryWar(prototype, PC & PS3 Download)

    Name: vCTF-PrototypeFactoryWar
    Current Version: Prototype 1.0
    Compatibility: UT3 (PC &PS3)
    Description: A fair/large sized vCTF map set in an industrail setting.
    Comments: This is just a Prototype so it's decoration is fairly uninteresting (ie none existant), but this is a rough layout of a map I intend to make in a series of static meshes.

    Known Issues:
    -Scorpion can get into a player spawn area and flag spawn
    -Bots often get confused about routes to capture flags with
    -Bot will enter and instantly leave vehicles about 80% of the time.
    -missing section of wall in flag rooms
    -Scorpion unable to climb on to bridge (too steep)
    -Players unable to walk (hoverboard ok) up bridge ramps (too steep)

    Screenshots:









    Download (pc only): http://85.234.131.137/UnrealMaps/Pro...FactoryWar.zip
    Download (ps3 only): http://files.filefront.com/vCTF+Prot.../fileinfo.html (thanks to AnubanUT2 for doing a quick cook on this on my behalf)
    Readme: http://85.234.131.137/UnrealMaps/Pro...FactoryWar.txt

    Comments:

    The static Meshes are under the works...
    Last edited by r3sistance; 02-01-2008 at 10:27 PM. Reason: Changing links~
    new prototype map: vCTF-FactoryWar

    Intel Extreme Quad Core Processor (QX6700)
    1GB Crucial Ballistix Tracer x4 (actually x3 ~firmware issues...)
    2X BFG 640MB 8800GTS @ 550MHz in SLI

  2. #2
    Banned
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    Looks cool man, I like the layout a lot ... but the problem for me is that it does not have decent bot support so it wouldn't be much fun for an offline player like myself ... not just yet. So you may want to wait until you have the bots working decently to make it a beta for the PS3 but that's your call. PS3 folks aren't used to having Alpha stage levels ... and that is not a knock against PS3 users ... it is just an observation.

  3. #3
    MSgt. Shooter Person
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    I guess I should add some more path nodes and play around a little bit to get those bots working a bit better =/. Seems people don't wanna touch this map, I know it's a little bigger then what the final map will be and it's a little bland, but I thought people might still wanna test out a map before all the pretty stuff is put in =P.

    Any thanks~ I think it's a good layout never the less and I have already started making the static meshes for this map in Blender.
    new prototype map: vCTF-FactoryWar

    Intel Extreme Quad Core Processor (QX6700)
    1GB Crucial Ballistix Tracer x4 (actually x3 ~firmware issues...)
    2X BFG 640MB 8800GTS @ 550MHz in SLI

  4. #4
    Banned
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    Quote Originally Posted by r3sistance View Post
    I guess I should add some more path nodes and play around a little bit to get those bots working a bit better =/. Seems people don't wanna touch this map, I know it's a little bigger then what the final map will be and it's a little bland, but I thought people might still wanna test out a map before all the pretty stuff is put in =P.

    Any thanks~ I think it's a good layout never the less and I have already started making the static meshes for this map in Blender.
    Nope man only us real players are willing to test maps in Alpha stages to check out the gameplay .... most people are just too much into the visuals. This is the important part because you get to directly influence layouts but most folks don't get that. And all I require is good bot pathing and I will test anything anyone asks me to. So yep fix it up some and then people will pay attention to it. Even in the Unreal Universe its the looks that get you noticed.

  5. #5
    Iron Guard
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    Gamertag: Solevaliant

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    This map seems like it has potential - the fact that it's all indoors and entire sections of it are barred to vehicles makes it stand out from the stock maps in my mind.

    However, you definitely need to make adjustments to the layout as it is now. Currently you can basically run from one flag to the other without having to spend more than three seconds on that upper floor with all the vehicles, which renders them almost completely pointless. Once I discovered that was possible there was no reason to bother with any vehicles (or anything else on that upper floor, really) because they barely have any contact with a flag carrier taking that direct route.

    So I think you'll definitely need to make vehicles more involved in the gameplay for this to work. Another adjustment I think would be worth doing would just be to make all of the ramps less steep, not just to give vehicles an easier time but also because it's generally kind of awkward trying to fight on slopes.

    If the layout issues are sorted I'm sure this'll be a good play when it's done. I'll definitely be keeping an eye out for later versions.

  6. #6
    MSgt. Shooter Person
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    What ramps I have done so far in Blender are a bit less steep then the ones in this map. I was kinda worried having the flags out front would make it a bit too short, however the reason I did that was to increase the important of holding the central area rather then just rushing to the flag carrier or whatever, since if a goliath is in the center you have nearly no chance to get past it before you are blown to bits, but I will look towards ways of making it so that vehicles play a bit more of an important role, without being able to spawn kill or flag camp (as well as finding a really good way to block off scorpion, I know)...

    I have added a heck of alot of path nodes for the time being anyways, the bots almost know what to do, but I fear their eagerness to drive vehicles for about 5 seconds and then leave them might be an AI issue =/... at least know they try things like getting goliath/hellbender down the central lanes.

    I want to make the overall lenght of the map shorter but increase the size of the runs between flags, I currently am thinking that if I switch the player spawns and goliath/nemesis garrage around, I could then have it so that the flak/armour vest are taken from one jump pad where the back path to sniper rifle is at the back of the room, then massively shortening corridoors from the player spawns to flag room. However I also want to add a few one-way methods into flag rooms what are still short but to actually cap the flag takes longer .

    Well thanks for testing the map anyway =).
    new prototype map: vCTF-FactoryWar

    Intel Extreme Quad Core Processor (QX6700)
    1GB Crucial Ballistix Tracer x4 (actually x3 ~firmware issues...)
    2X BFG 640MB 8800GTS @ 550MHz in SLI

  7. #7
    MSgt. Shooter Person
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    There is now a PS3 cook of this prototype, Thanks to AnubanUT2. He sorted out despite him not having much time recently so I appreciate it.

    Also I got some pictures of the Static Meshes~

    Main Player Spawn Area

    http://85.234.131.137/UnrealMaps/pic...ayerSpawn2.png(alternative)

    Base side car Ramp

    http://85.234.131.137/UnrealMaps/pictures/BaseRamp2.png(alternative)

    Scorpion Garage


    Middle Ramp

    http://85.234.131.137/UnrealMaps/pic...iddleRamp2.png(alternative)

    A Barrier Booth o.O.......

    http://85.234.131.137/UnrealMaps/pic...rierBooth2.png(alternative)

    General Bridge Mesh

    http://85.234.131.137/UnrealMaps/pictures/Bridge2.png(alternative)

    A car lift o.O...

    http://85.234.131.137/UnrealMaps/pictures/CarLift2.png(alternative)

    So I am starting to get the meshes done now . These don't appear in the
    map yet >.>... 9 image limit so I put secondary images as alternative views
    and just linked to them ^^;;. I host all my pictures on http://85.234.131.137/UnrealMaps/pictures/ what is a viewable directory anyways~.
    new prototype map: vCTF-FactoryWar

    Intel Extreme Quad Core Processor (QX6700)
    1GB Crucial Ballistix Tracer x4 (actually x3 ~firmware issues...)
    2X BFG 640MB 8800GTS @ 550MHz in SLI


 

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