Page 1 of 4 123 ... LastLast
Results 1 to 40 of 159
  1. #1
    MSgt. Shooter Person
    Join Date
    Oct 2006
    Posts
    259

    Map - Vehicle Capture the Flag (PC/PS3) VCTF-Aggressive Alleys 3 [PC] [PS3] - all new MSU versions 9th May 2009



    Aggressive Alleys 3

    New, updated for MSUC Phase 3. Please download them!


    PS3 versions SOON.

    Downloads:
    DOWNLOAD WET FOR PC

    DOWNLOAD HOT FOR PC

    DOWNLOAD XMAS ME FOR PC

    Mirrors:

    Hot
    http://ut3.ut-files.com/index.php?di...s3_hot_msu.rar

    Wet
    http://ut3.ut-files.com/index.php?di...s3_wet_msu.zip

    Christmas
    http://ut3.ut-files.com/index.php?di...ys3_xm_msu.zip


    Original, non-MSU PC downloads. Please don't use these anymore, they're only linked for Completists:
    Map Raider WET
    Map Raider HOT

    FPS Banana WET
    FPS Banana HOT


    WET MSU - released 9th May 2009. PC and PS3 versions available.

    HOT MSU - released 9th May 2009. PC and PS3 versions available.

    XMAS MSU - released 9th May 2009. PC and PS3 versions available.

    Version:
    WET MSU - Final
    HOT MSU - Final
    XM MSU - Final, ME version fixes musical problems


    Compatibility:
    Works fine with 2.1


    Bots:
    Fully supported.

    Lowered visibility for each map in consideration of the fog and heavy rain / snow.


    Description:
    An urban map, with two facing opposition. Each variant contains a different look / style, as well as different vehicle and item placements.

    WET - Night time. Lots of rain and lightning. Both teams have Axon vehicles. Each team has a Double Damage and Redeemer. MSU fixes an exploit, and significantly improves lightning - more frequent, and more exciting! Black deployables added.

    HOT - Day time. As the sun scorches the Earth, the Necris have infected the Blue base. Red have Axon vehicles, Blue have Necris. One central Redeemer. MSU changes the heat distortion, and fixes a few tentacles. Black deployables added.

    XMAS - As XMas falls on Aggressive Alleys, the seasonal slaughter begins. Weapon placement same as WET, with additional Redeemer on top of the tree and two (yes two) Beserks in the middles. Just for fun Black deployables added.


    Comments:
    Inspired by a personal favourite UT2004 map. Not exactly a remake as a lot has changed, but you can certainly see a lot of the original in it.

    I've decided to release a few versions of this map. If you like one, please give the others a go, they're all different to play.

    To start with there's the original WET version, which is set at night time in a storm.

    HOT has quite a different flow to it, with different weapons, vehicles and items. HOT is set during the day, with twin suns and the Necris infecting the Blue base.

    XMAS is more fun, with no regards to performance. A few extra powerups and a big arse Xmas tree in the center. And a LOT of snow

    I've tried to build it to the same standard as the Epic maps, I guess time will tell. I've chucked quite a lot in to each version - lightning, there's a few custom textures, extensive material alteration. Hopefully it's also highly playable map!

    The flag bases are off limits to vehicles, and tank spamming blocked


    Screenshot:

    WET



    HOT



    XMAS





    Credits:
    Firstly, Hobi-Wan who designed the original Aggressive Alleys for UT2004. It is a favourite map of mine, and a clear inspiration in my design.

    Also thanks to BigDog's map WAR-SnakeBite which gave me some ideas for lightning (http://forums.epicgames.com/showthread.php?t=601023)

    Thanks to everyone who Beta tested. John Parry was great in testing on the PS3, surprising me when he said it actually worked

    Hyrage and Cosmix were very helpful - of pics showing graphical problems I'd overlooked, bot path fixes, etc. It's this extra attention to detail that counts. Most importantly, their testing helped plug any exploits. Also thanks go to Feaisar32 and Sensation. Thanks guys!

    Special mention to CVROY. He's been an immense help on this map. He's beta tested on his server, and if it wasn't for him, this map wouldn't have worked online. He provided detailed analysis at every stage, pointing out problem areas graphically, More importantly, he played the map and let me knew what needed to be changed. He's to thank for the idea of blocking vehicles to the base, he had a way to prevent the tank spamming the base, and he just knew what the level needed. Absolutely essential input, the map wouldn't be half as good if it was not for him. Many thanks mate!

    Please join his server at http://wgs.solidgameservers.com
    Last edited by ChainsawFilms; 12-10-2009 at 07:25 PM. Reason: MSU versions now available :)

  2. #2
    MSgt. Shooter Person
    Join Date
    Oct 2006
    Posts
    259

    Default

    If someone could confirm the PS3 version works, that would be great, thanks

  3. #3
    Banned
    Join Date
    Mar 2008
    Posts
    26

    Default

    PS3 version does not work. Sorry, that made me sad, too.

    It will get to the screen that says, "Begin Mission?" and then I hit yes. However, it just goes back to the game options screen instead of forward to the loading map screen. Never encountered this glitch before... Strange. Oh well, not your fault.

  4. #4

    Default

    Well actually there were a couple of other maps that this happened to but it was something with the cook. The ps3 imports it and sees it just wont start it. I forget how they fixed it but maybe something just went wrong with the cooking. Maybe another go will be the trick.
    "I guess if luck wasn't involved, I'd win every one"

  5. #5
    MSgt. Shooter Person
    Join Date
    Dec 2007
    Posts
    170

    Default

    Thank you for the map.

    I be tossin, enforcin, my style is awesome!

    This message is hidden because ________ is on your ignore list.

  6. #6
    Banned
    Join Date
    Jun 2004
    Location
    The Pits of Hell
    Posts
    6,193

    Default

    Well some mods are just not going to work on the PS3 without a ton of modifications and testing ... it could take a lot of time. You have some custom textures and you said you altered the materials extensively so it may have something to do with that. The PS3 may not have enough memory for this map ... there are a lot of places to look and unless you have a PS3 it is really hard to address. As Mark Rein said not every PC mod is going to work on the PS3, this may be one of those. If you would like me to take a crack at it then pm me and we can talk. This is really cool VCTF level ... would be nice to have it available as an option for the PS3 version if possible and you want to continue trying to make it work.

  7. #7
    Banned
    Join Date
    Mar 2008
    Posts
    48

    Default

    I was hoping that in the final release, it would run better on my computer, but it actually runs worse. It's a very demanding map. I can run all the Epic maps no problem, but not this. I'm looking foward to the day version.
    Last edited by R.T.S.; 06-07-2008 at 12:51 PM.

  8. #8
    MSgt. Shooter Person
    Join Date
    Oct 2006
    Posts
    259

    Default

    Yeah I kinda went a bit mad on shaders. There will be a day version before the end of the week, whch will hopefully solve any performance issues.

    I done a PS3 cook a few days ago for someone to test, and that worked fine, so I'll re-cook and upload shortly.

  9. #9
    MSgt. Shooter Person
    Join Date
    Oct 2006
    Posts
    259

    Default

    OK new PS3 version online, again you'll have to let me know.

    http://files.filefront.com/VCTF+Aggr.../fileinfo.html

  10. #10
    MSgt. Shooter Person
    Join Date
    Oct 2007
    Posts
    260

    Default

    Love the map. To bad the bots don't go for "hidden" powerups...

    High-res screeny:

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Send me an email ( jellemees@gmail.com ) if you want me to record a gameplay-movie of your UT3-map ( PC ).
    Gameplay Movies: Suspense

    CPU: Intel E8400 (@ 2 x 3.6Ghz) - RAM: 4GB DDR2 (2 x 2GB @ 1066Mhz) - GPU: ATI HD5870 1024MB GDDR5 (@ 900Mhz / 5200Mhz)

    When you are about to release a new map, make sure you have a map-preview for the in-game menu!
    Click on this link for a map-preview tutorial: http://forums.epicgames.com/showpost...1&postcount=18

    Use http://www.fileducky.com/ for all your custom content uploads. Upload once and get 4 download-mirrors!

  11. #11
    MSgt. Shooter Person
    Join Date
    Jan 2008
    Posts
    64

    Default

    i'm gonna test in right away

  12. #12
    MSgt. Shooter Person
    Join Date
    Jan 2008
    Location
    Las Vegas, NV
    Posts
    328
    Gamer IDs

    Gamertag: [PSN]-DSKEmilio

    Default

    It works on the PS3 now. Takes a while for the map to load though, haha. Also, it causes some freaky effects when using custom characters as bots, but maybe that's just me. I like your map, it has a lot of different things going on at all angles. I also like the set up of the vehicle area, lotsa carnage. XD

  13. #13

    Default

    Only had time so far for a quick play through, but the PS3 version works fine for me too. Concur that it takes a little while to load up but that's hardly a problem. Had one brief freeze (less than a second) but haven't been able to replicate so far

    Love the way it looks - the thunder & pouring rain give the map a great atmospheric feel. I'll be playing it more intensively later on so will rate & comment more then, but first impressions are excellent - great work, thanks for cooking for PS3

  14. #14
    MSgt. Shooter Person
    Join Date
    Jul 2006
    Posts
    320

    Default

    This map is nicely done and you took the AggresiveAlleys theme to something new. This is not only a conversion. The map is based on WAR-Downtown in some areas, which is not a criticism. I really have fun playing against bots and botpathing is also well done, unless it seems they dont know the way to the raptor(?). Im not sure if this map was in Beta section but I also found some issues, where you can fly with Raptor into materials and hide for camping. There is a lot of rain and sometimes its hard to locate far away enemys but I like that because its much harder to snipe along the open frontages. All in all an awesome work!
    ____Cosmix________________________________________

  15. #15

    Default

    Played on the ps3. Game play is awesome. Frantic and intense. The ps3 has a little bit of issues with the loading textures, too many I guess so they sometimes stay a little blurry and dont fully load, but even then its not a huge deal because the map is great.
    "I guess if luck wasn't involved, I'd win every one"

  16. #16
    MSgt. Shooter Person
    Join Date
    Oct 2006
    Posts
    259

    Default

    Thanks for the replies. Yes this was in the Beta section for a bit of time, didn't get a lot of feedback. Where does the Raptor fly in to materials? If it's that bad I'll change it and do a re-release - I don't want to, but I'd like this map to be played online and unfortunately some people can't help but cheat. I thought I had everything covered with blocking volumes

    The bot pathing is odd. A few weeks back, the bots found the Raptor no problem. Then without any changes to the pathing or the nodes near that area, they just stopped. The paths exist to get up there. But then I only saw the bots get the armour under the base stairs for the first time yesterday. So even though the paths exist, they don't follow all possible routes often enough.

    And yes, I started with a few sections of WAR-Downtown to get me going. I mentioned that in my original Beta post, as I feel giving credit where it's due is important, but forgot about it for the final version.

    The rain and low visibility actually help the performance, as I can cull pretty early. Now I'm working on the Day version, the pop-in is awful and will require a complete overhaul.

    Glad it's working on the PS3

    Thanks for all the kind words guys. If this Raptor hiding is a real issue, please let me know. I don't want a map to get missed in a server's rotation due to an exploit.

  17. #17
    MSgt. Shooter Person
    Join Date
    Oct 2006
    Posts
    259

    Default

    It's amazing how obvious that Raptor material issue when you know it exists. Found it immediately, just where I thought it may be. TBH it's not that big an issue, at least I don't think it is. Will be fixed for the Day version, but I don't think a re-release is warranted. I'll take everyone's considerations in to account of course, if the community demands it's fixed I'll do it - it'll only take 5 minues, it's the whole roll-out and people having to update.

    TBH I think the Day version will be played more than the current version anyway, it's nice being able to see so much

  18. #18

    Default

    Liking the map even more after an extended play-through! Found that the frame-rate occasionally drops a little, but it's far from being an obstacle & with this much going on it's not much of a surprise.

    The layout's great - the turrets cover the battlefield well but are nicely balanced by a couple of cover spots where you can take them out with an AVRiL Like the placing of the Raptor, and the base pathing's well thought out too - either grab a Redeemer & blow the front door open or go round the back & surprise them, although there are a couple of hiding places where you can get seriously inconvenienced too

    Excellent map, definitely a keeper, & will be eagerly looking out for any further work from you

  19. #19
    MSgt. Shooter Person
    Join Date
    Jul 2006
    Posts
    320

    Default

    Quote Originally Posted by ChainsawFilms View Post
    Thanks for the replies. Yes this was in the Beta section for a bit of time, didn't get a lot of feedback. Where does the Raptor fly in to materials? If it's that bad I'll change it and do a re-release - I don't want to, but I'd like this map to be played online and unfortunately some people can't help but cheat. I thought I had everything covered with blocking volumes

    The bot pathing is odd. A few weeks back, the bots found the Raptor no problem. Then without any changes to the pathing or the nodes near that area, they just stopped. The paths exist to get up there. But then I only saw the bots get the armour under the base stairs for the first time yesterday. So even though the paths exist, they don't follow all possible routes often enough.

    And yes, I started with a few sections of WAR-Downtown to get me going. I mentioned that in my original Beta post, as I feel giving credit where it's due is important, but forgot about it for the final version.

    The rain and low visibility actually help the performance, as I can cull pretty early. Now I'm working on the Day version, the pop-in is awful and will require a complete overhaul.

    Glad it's working on the PS3

    Thanks for all the kind words guys. If this Raptor hiding is a real issue, please let me know. I don't want a map to get missed in a server's rotation due to an exploit.

    Really let me tell you that I like your map much and I know very well that this artwork took a while and is in its style custom, even if you took some ideas out of WAR-Downtown. In my opinion you found your own style.

    I absolutely dont like to tell you things like the Raptor thingy, even if the map was in Beta. Sry that I dont mention it before.
    The issue is maybe not so big but I dont try it out a lot. If you start with your Raptor from down the street and fly high upside the buildings where the flag rooms are, you can climb to the top and camp from there. In some cases I fell down and get stucked between walls. Maybe someone will find a way outside the map, dont know. Better check this because your map is crazy good and you only need a few blocking volumes to correct this. You can also limit the StallZ value or put a blocking volume cap over the whole map to avoid this issue. if there is a testserver somewhere I can show you.

    You use also the rain to cull materials? This is nice work!
    ____Cosmix________________________________________

  20. #20
    MSgt. Shooter Person
    Join Date
    Feb 2008
    Location
    Montreal
    Posts
    495
    Gamer IDs

    Gamertag: Tactical Burst

    Default

    I'm downloading this map, looks like my style !

    EDIT: Your map has the same visual quality as UT3 do. Great job on the Deco, it's almost perfect. Take notes lol...

    • A few places do not seem to make sense in a logical order of things like a pillar close from the tank that is completely on the side of the streets (who would blame you for that anyway :P
    • The rain seem to stop at 2 meters from the ground!?
    • WHen you exit your base and go at one of the JumpPad on the left side... you'll notice a superb shiny hole above you (sky) and at a few meters at the right it seems like if the building was standing in mid-air!? Don't know if it's desired this way or not.. but anyway.
    • I unlocked a secret gameplay in your map! Soo cool!! "Flying like a ghost and enjoy the beauty of all this ^^ " - kidding


    5 stars!!
    "A pure visual beauty!"
    Last edited by Hyrage; 04-07-2008 at 03:28 AM.

  21. #21
    Redeemer
    Join Date
    Mar 2003
    Posts
    1,651

    Default

    This map is not only stunning but has nice game-play flow. High scoring in all map rating qualities, looking forward to many matches on this one.
    G for Grenade!
    http://gforgrenade.com

  22. #22
    MSgt. Shooter Person
    Join Date
    Oct 2006
    Posts
    259

    Default

    OK guys having given this a lot of thought today, I'm pulling the map for 2 days. I'll plug the holes, get it tested, and rename it "Aggressive Alleys 3 - Wet".

    I hate to do this, and I hate multiple iterations of maps floating around online. I think the different name will help with this potential problem.

    Simply I don't want my map ruined by people cheating.

    Sorry for this, I think long term it's for the best.

  23. #23
    Redeemer
    Join Date
    Mar 2003
    Posts
    1,651

    Default

    agreed...

    exploits are the poo
    G for Grenade!
    http://gforgrenade.com

  24. #24
    MSgt. Shooter Person
    Join Date
    Oct 2006
    Posts
    259

    Default

    Quote Originally Posted by Hyrage View Post
    [*]WHen you exit your base and go at one of the JumpPad on the left side... you'll notice a superb shiny hole above you (sky) and at a few meters at the right it seems like if the building was standing in mid-air!? Don't know if it's desired this way or not.. but anyway.
    I can't see this issue mate, can you please get me a pic ASAP, thanks.

    Fixed the bit by the tank with the pillar, nothing I could do really it was structurally needed to keep the building up, so added some pavement around it

    Also fixed the Raptor exploits. I think. Thorough testing now.

  25. #25
    Redeemer
    Join Date
    Mar 2003
    Posts
    1,651

    Default

    I sent you a PM with something I have found.
    G for Grenade!
    http://gforgrenade.com

  26. #26
    MSgt. Shooter Person
    Join Date
    Feb 2008
    Location
    Montreal
    Posts
    495
    Gamer IDs

    Gamertag: Tactical Burst

    Default

    Here are the images, but don't worry... I'm harassing only with little details for an incredibly high looking quality map. So don't care too much about it.

    At the spawn point, a light is simply... totally floating close from the dead giant in the tube.


    This one is harsh lol. it's really difficult to make these thin broken walls fit perfectly, but adding two mini metal pillars to hide the lines could be a good idea.


    The following images is simply about maybe a "too much space" spot. Here are the two images took in two different angles.



    I made a huge mistake "This map is so immersive that this little detail disturbed me" whatever lol


    The rain isn't touching the ground in this zone.


    As I said, do not pay too much attention to this post, because your map is a pure visual beauty!
    Last edited by Hyrage; 04-07-2008 at 03:03 PM.

  27. #27
    MSgt. Shooter Person
    Join Date
    Oct 2006
    Posts
    259

    Default

    All absolutely superb. Thanks guys, going through them one at a time

    Sorry to everyone else, I know this isn't the Beta section.

  28. #28
    Banned
    Join Date
    Jun 2004
    Location
    The Pits of Hell
    Posts
    6,193

    Default

    Once this level's bugs are fixed this is going to be some incredible VCTF map.

  29. #29
    MSgt. Shooter Person
    Join Date
    Feb 2008
    Location
    Montreal
    Posts
    495
    Gamer IDs

    Gamertag: Tactical Burst

    Default

    Quote Originally Posted by AnubanUT2 View Post
    Once this level's bugs are fixed this is going to be some incredible VCTF map.
    Absolutely, this map is awesome and I didn't see a lot of maps with this visual quality on this Forum. Plus, Urban maps is definately my style so you got me lolll.

    I fully enjoyed the spectator mode in your map ^^.

  30. #30
    MSgt. Shooter Person
    Join Date
    Sep 2007
    Location
    Denmark
    Posts
    459
    Gamer IDs

    Gamertag: bU|p4h

    Default

    I'm still hoping for a Hellbender version o.O
    Truly, if there is evil in this world, it lies within the heart of mankind. - Edward D. Morrison

  31. #31
    MSgt. Shooter Person
    Join Date
    Jul 2006
    Posts
    320

    Default

    why dont wait a little longer (1 wekk or so) and if all bugs found rename the map "VCTF-Aggressive Alleys 3 SE"?
    I can revise the botpathing and maybe find some solutions for the Raptor. BTW, welcome to the BETA section again
    ____Cosmix________________________________________

  32. #32
    MSgt. Shooter Person
    Join Date
    Oct 2006
    Posts
    259

    Default

    Ok mate you're on. I'll pm you

  33. #33
    Banned
    Join Date
    Jun 2004
    Location
    The Pits of Hell
    Posts
    6,193

    Default

    That is not cool ... those of us who didn't download this right away not have to wait a full week more to play this map? I don't like that at all. You should at least make the other level available during the time we have to wait for this 'SE' version.

  34. #34

    Default

    I dont think its completely in the wrong. He pulled it because theres an exploit and he wants as little hands as possible on that version. Plus he said 2 days....I dont find that unreasonable.
    "I guess if luck wasn't involved, I'd win every one"

  35. #35
    Prisoner 849
    Join Date
    Dec 2007
    Posts
    932

    Default

    Either way I really enjoy the map in its initial form, glad I snagged a download in time. You did a great job and obviously a map this intricate and massive is going to have trickling issues that went unnoticed. So I'm definitely looking forward to the new version
    UT3Mod.com Direct-download mod resource for PS3. Check it out!

  36. #36
    MSgt. Shooter Person
    Join Date
    Oct 2006
    Posts
    259

    Default

    I have a new version that's being tested. Not got the bots going for the Raptor that often, but I'm not worried about that.

    The exploits have been fixed, and I've used that to my advantage to sort out one or two texturing issues, and sort out the geometry that was missing.

    Short of another exploit being found, this will be online within 8 hours.

    Sorry if anyone feels aggrieved, and I take it some are as the Thread Rating has dropped. But given how popular this map evidently is, I think long term this slight delay is for the best.

    Having spent countless hours on it, it would be a shame to have it ruined by cheaters. Don't blame me, blame them!

  37. #37
    MSgt. Shooter Person
    Join Date
    Jul 2006
    Posts
    320

    Default

    @ChainsawFilms

    I also send you a PM but maybe you can give me an email address. Until then I will post pictures here in the forum to explain something.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    ____Cosmix________________________________________

  38. #38
    MSgt. Shooter Person
    Join Date
    Oct 2006
    Posts
    259

    Default

    The support I've been getting off this forum is amazing. Thank you so much. Working on it now

  39. #39
    MSgt. Shooter Person
    Join Date
    Oct 2006
    Posts
    259

    Default

    LOL editor has decided to keep crashing on me. It's taken 2 hours, and finally it's building the thing

  40. #40
    MSgt. Shooter Person
    Join Date
    Oct 2006
    Posts
    259

    Default

    Exploit free (hopefully!) version now available.

    DOWNLOAD HERE
    WET - released 9th April 2008. PC and PS3 versions available.

    I've decided to do multiple releases of this, all with different weather and post effects. Next up is HOT, which will have heat distortion and is pretty self explanatory. Then I'll do a PRO version, stripping out as much as I can - I aim to greatly reduce the tri count, limit shaders as much as possible, retexture eroneous walls, etc. It'll look as barebones as I can stand. Performance is the key here.

    Again, any input is appreciated, and thank you to everyone for being patient while we fixed the exploits. I think it was worth it

    PC version is up now, PS3 one is uploading - shouldn't be too long, and you may need to go back a directory on FileFront. If someone can confirm it works again, that would be great.

    I'll update to direct links tomorrow. Right now I'm off to sleep


 
Page 1 of 4 123 ... LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.