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legacy-WinkyBoy
08-24-2004, 12:57 AM
http://www.winkyboy.com/maps/images/sinkpack2004/sinkPack000000.gif

Name: SinkPack2004
Version: 1.0
Compatibility: UT2004, updated to 3323 with ECE bonus pack
Description: A collection of Giant-sized maps placing inches-tall players in various places around a kitchen, ranging from the entire countertop, to the basin of the sink, even hopping outside into a windowsill flowerbox.
Comments: It's been an intense couple of months working on the SinkPack, and I hope it's received well in the community. I've learned a great bit and done a lot of things I never thought about doing before. I wound up skipping out on the Assault board due to time constraints, unfortunately - but I will probably finish it later, giving it the time and care that an Assault map needs.
Screenshots: 1 (http://www.winkyboy.com/maps/images/sinkpack2004/sinkpack01.jpg) 2 (http://www.winkyboy.com/maps/images/sinkpack2004/sinkpack02.jpg) 3 (http://www.winkyboy.com/maps/images/sinkpack2004/sinkpack03.jpg) 4 (http://www.winkyboy.com/maps/images/sinkpack2004/sinkpack04.jpg) 5 (http://www.winkyboy.com/maps/images/sinkpack2004/sinkpack05.jpg) 6 (http://www.winkyboy.com/maps/images/sinkpack2004/sinkpack06.jpg) 7 (http://www.winkyboy.com/maps/images/sinkpack2004/sinkpack07.jpg) 8 (http://www.winkyboy.com/maps/images/sinkpack2004/sinkpack08.jpg) 9 (http://www.winkyboy.com/maps/images/sinkpack2004/sinkpack09.jpg) 10 (http://www.winkyboy.com/maps/images/sinkpack2004/sinkpack10.jpg) 11 (http://www.winkyboy.com/maps/images/sinkpack2004/sinkpack11.jpg) 12 (http://www.winkyboy.com/maps/images/sinkpack2004/sinkpack12.jpg) 13 (http://www.winkyboy.com/maps/images/sinkpack2004/sinkpack13.jpg) 14 (http://www.winkyboy.com/maps/images/sinkpack2004/sinkpack14.jpg) 15 (http://www.winkyboy.com/maps/images/sinkpack2004/sinkpack15.jpg)
Credits: Dan "Winky Boy" Overlander. The cupboards, chair, faucet, pot, and pan come from mr-cad.com. BootsofJumping are credited to Mr.Evil! Almost every other static mesh you see was hand-modeled by myself after that, and I also manually created all of the textures myself, too.
Download: from winkyboy.com (http://www.winkyboy.com/maps/sinkpack2004.zip) | from PCGameMods (http://www.pcgamemods.com/8706/)

legacy-HikariOblivion
08-24-2004, 01:26 AM
all i can say is, wow!...

from the screens, it's possibly one of the best 'tiny' maps i've seen! it's so realistically messy and disorganised! :D


more relevant comments will come once i've played it a bit

legacy-Two Beans
08-24-2004, 03:03 AM
DOOD!

I'm in LUB with wacky maps....

This looks ill. I'm downloading.

legacy-FizzyRB
08-24-2004, 06:31 AM
very slick :D

-edit-
after playing id say the only thing that needs real work is the texturing, it looks great overall and great from the sky but there are certain textures here and there that lack quality, perticularly the table top counter with its pattern, is way too defined, make it more subtle, it looks a little odd as it is, even from the sky.

VERY Good map though :D nice node layout, me likey lots

legacy-WinkyBoy
08-24-2004, 08:03 AM
the only thing that needs real work is the texturing

I wasn't expecting that!! Huh. Okay, I can work on the countertop pattern, but I'm not too sure how to make it more subtle -- I was trying for a marble countertop look. I've got some actual countertop samples from Menards that I'll scan in and replace it with. Thanks for the tip!!!

Any other particular textures stand out as Needs Work? I've got the freakingly-huge source of all of them still and I can save them out with any detail I could possibly need :)

Da Spadger
08-24-2004, 10:59 AM
how good are the bots?

legacy-WinkyBoy
08-24-2004, 11:20 AM
Well, there are pathnodes leading them everywhere they need to be, and they even claim the middle node which is usually only accessible by raptor. (I haven't set up any jumpnodes for them to get there by manta yet, as players can do).

I typically test with Masterful bots, using the board-selected amount of them, and they do fairly well in capturing & defending.

Of course, I always think the level designed shouldn't QA their own map, so you tell me ;)

legacy-WinkyBoy
08-24-2004, 11:22 AM
Hey - on this note, I have seen the bots jump in and out of the vehicles from time to time. Does anyone know offhand what causes that? I'm looking into it myself, but if anyone can shortcut me to the answer, it'd be appreciated. I really, really want this fixed in all maps I create.

legacy-CaTdAeMoN
08-24-2004, 01:46 PM
right click the top bar of your viewport.

view > show paths (or something)

lots of lines come. white good. red bad. purple forced (+ yellow)

make sure they are white if not forced! :p

legacy-WinkyBoy
08-24-2004, 02:28 PM
Thanks, Cat -- I knew the white ones were good, but I didn't know what the red ones meant! Or the yellow, either. I figured they were "not as good"... I don't have any purples ones to my knowledge. I'll take this knowledge to heart!!!

legacy-Fecal Marmaset
08-24-2004, 03:15 PM
It usually means that the paths are too narrow, thus undesireable.

:D

legacy-Yourself
08-24-2004, 04:32 PM
For the ambient music, I suggest SDG-ONS05. Although it is default music, the map filesize will be more 56k-friendly and the music fits in. As far as the ipod music goes.. well, just add some looping rock music. :)

legacy-DaJMasta
08-24-2004, 11:42 PM
red is proscribed (like specifically won't use) and yellow is forced (use it as a normal path, though UnrealEd dosent think it should be.

just for fun!

But the blue, white and green are how wide the paths are, which is how much bots can stray from the path, and how much vehicles and other large vehicles can go thru.

But the map does look awesome, looks like u may need to blur out some upcs or brand names though :p

legacy-REMF
08-25-2004, 03:43 AM
ace, let me know when it gets to version 1.0. :up:

legacy-WinkyBoy
08-25-2004, 11:46 AM
Hey thanks for all the comments so far everyone. I've added adding SDG-ONS05 to my to-do list, and will review the bot paths as well.

I found that white are the widest paths, actually

So I'm looking, if possible, to get GREEN paths, assuming you listed them in priority level, DaJMasta. Thanks. Oh-- I don't think any of the UPC symbols could actually still be useable, and apparently there were no issues with my CTF-KitchenSink board from UT99 having so many commercial products in them, so I'll probably leave those as-is.

I'll definitely keep this updated when there's a new version out - but don't expect it for a while. In the meantime, this version IS very playable. (And on that note, I'd love to play it on someone's server sometime. If anyone uses it, please let me know and I'll be there!!

legacy-Nuclear hazard
08-25-2004, 12:37 PM
look awesome:up:
just wish bots werent so dumb in ONS:cry:

legacy-meatpopsicle
08-26-2004, 10:11 AM
All I can say is it plays great! All I have been playing the last couple of days! Awesome textures/realism. Really extraordinary!

legacy-Ikeness
08-26-2004, 08:55 PM
D00DZ!!!11!!1!1

It's Courage, the cowardly dog. That rocks.

legacy-edgeofblade
08-27-2004, 02:17 AM
Ya...this gets the same props that Kegger got because of its shear disorganized organization.

legacy-WinkyBoy
08-30-2004, 12:35 PM
Again, thanks for the compliments!! A quick question to anyone who's played it: What do you think the ideal playercount should be?

legacy-Prefablab
08-31-2004, 06:53 PM
WinkyBoy, you got a winner here! This is the kinda stuff that inspires gamers of all ages.......

Nice work dude! :D

legacy-thomas997
08-31-2004, 08:34 PM
Amazing detail, looks great :)

legacy-WinkyBoy
09-01-2004, 12:27 AM
Thanks again!! I've been cranking out a lot of updates on the map since I last posted. I've decided as DajMasta suggested to remove all the brands & UPCs, etc. And Gusher mentioned that the textures could possibly be clearer. I like hearing that as I'd prefer to have them so, but that does mean a much bigger texture pack...

But I've got the water emitters & surface looking Nice now, with bubbles and all. I'm so happy about that. I've been tweaking the bot paths, too, trying to improve them a little bit. Since the middle node is only accessible by air, there are times when the bots, intent on reaching that node, wind up unlocking all available vehicles trying to get there...

legacy-WinkyBoy
09-01-2004, 12:34 AM
Originally posted by Prefablab
WinkyBoy, you got a winner here! This is the kinda stuff that inspires gamers of all ages.......

Nice work dude! :D

Oh yeah - that brings something to mind! I was showing this to my nephews and there was a family visiting at the time. The father of that family got sucked into watching the board, and he was actually not at ALL interested in games (one of those anti-blow-things-up types). I thought it was very cool how a board like this can capture the attention of even non-gamers, any age.

:)

legacy-WinkyBoy
09-13-2004, 05:32 PM
Okay, 3 Winky posts in a row, I know... but I just wanted to update everyone with the latest info from my site:

I put some serious hours into the map over the last couple of weeks and have it sitting in the hands of a few players as a release candidate version. Until last Friday when I missed the MSU deadline (I didn't read when the exact deadline was - because I hadn't created the board for the contest in the first place), I was actually thinking about releasing the map as a standalone, with the rest of the map pack to be added later. Since I did miss the cutoff, I'm holding back again until I can release several maps all using the same texture and staticmeshes packs. (Note, however, I've redone all the textures so that they are twice the resolution and HALF the size from the previous version! Yes!)

There has been a whole lot added and fixed since the beta release. The most notable items which I mentioned in the last post [on winkyboy.com] are that there are now teleporter/land-based paths leading from the middle countertop nodes to the central cart node. Also, as DaJMasta suggested, I manually recreated all the product packaging textures to remove any copyright issues. This took a LOT of time, but I'm even MORE pleased with the results. I think players will be, too. Other fixed issues can be found in the (edited) list in the first post of this thread.

Finally, in regards to the status of the overall Sink Pack, I also have a DM arena/CTF version of the sink board probably at a good 55% finished. (I decided to restart the VCTF board that had been working on because it was based on the version of the map with the copyrighted materials.)It's very easy to create new boards based on these, since the hardest work (modelling, texturing, etc) has already been completed.

Here are some pix - I like #70 as it shows off the groovy bubbles in the sink :)


http://img.photobucket.com/albums/v371/winkyboy/Shot00064.jpg
http://img.photobucket.com/albums/v371/winkyboy/Shot00065.jpg
http://img.photobucket.com/albums/v371/winkyboy/Shot00066.jpg
http://img.photobucket.com/albums/v371/winkyboy/Shot00067.jpg
http://img.photobucket.com/albums/v371/winkyboy/Shot00068.jpg
http://img.photobucket.com/albums/v371/winkyboy/Shot00069.jpg
http://img.photobucket.com/albums/v371/winkyboy/Shot00070.jpg
http://img.photobucket.com/albums/v371/winkyboy/Shot00071.jpg
http://img.photobucket.com/albums/v371/winkyboy/Shot00072.jpg
http://img.photobucket.com/albums/v371/winkyboy/Shot00073.jpg

legacy-Prefablab
09-13-2004, 05:52 PM
You say what! .......this map would've won in the contest!..:(

Otherwise, you've done some sweet stuff here! Killer! :cool:


I wish my kitchen looked like that.....

legacy-WinkyBoy
09-19-2004, 03:22 AM
Well, on the positive side for all the players out there, it's better in the long run, as I know there's little things to polish YET in the board. I really do wish I'd have had a chance to place tho'!

I'm movin' right along, too - there are now three "complete" maps in Sink Pack 2004! I just moved the VCTF-KitchenStove board into beta stage, and I don't know what it is, but I just get happier with each new board :)

Here are some pix to tide people over:

http://img.photobucket.com/albums/v371/winkyboy/Shot00079.jpg

http://img.photobucket.com/albums/v371/winkyboy/Shot00078.jpg
http://img.photobucket.com/albums/v371/winkyboy/Shot00080.jpg

With KitchenStove, I moved all the action to the top of the stove (IF you hadn't figured that out by the name ;) ) and I enlarged everything an additional 50%. This has the effect of allowing even the Hellbender to ride underneath the burners which is very cool. The way I have it set up, there's also a few nice z-axis catwalk areas. No one has actually tested the board - at least in this state yet. I'm getting a little impatient with the playtesters (co-workers, mostly) I keep giving the boards to because I'm not getting any feedback from them -- so I might release some additional betas. It all depends.

Anywho - cheers!

legacy-Prefablab
09-19-2004, 10:06 AM
Originally posted by WinkyBoy
Well, on the positive side for all the players out there, it's better in the long run, as I know there's little things to polish YET in the board. I really do wish I'd have had a chance to place tho'!

I'm movin' right along, too - there are now three "complete" maps in Sink Pack 2004! I just moved the VCTF-KitchenStove board into beta stage, and I don't know what it is, but I just get happier with each new board :)

Here are some pix to tide people over:

http://img.photobucket.com/albums/v371/winkyboy/Shot00079.jpg

http://img.photobucket.com/albums/v371/winkyboy/Shot00078.jpg
http://img.photobucket.com/albums/v371/winkyboy/Shot00080.jpg

With KitchenStove, I moved all the action to the top of the stove (IF you hadn't figured that out by the name ;) ) and I enlarged everything an additional 50%. This has the effect of allowing even the Hellbender to ride underneath the burners which is very cool. The way I have it set up, there's also a few nice z-axis catwalk areas. No one has actually tested the board - at least in this state yet. I'm getting a little impatient with the playtesters (co-workers, mostly) I keep giving the boards to because I'm not getting any feedback from them -- so I might release some additional betas. It all depends.

Anywho - cheers!



Impressive! I like the animated water bubbles you did in the sink on the DM version! Your doing some really interactive cool things in there.....

legacy-MonstroRiveter
09-19-2004, 07:38 PM
Please tell me you can fall into the garbage disposale of that sink. Maybe have it like the center pit of gael where theres an incentive to actually jump over it

legacy-WinkyBoy
09-19-2004, 10:54 PM
I like the animated water bubbles you did in the sink on the DM version!

Thanky, sir! I can always count on feedback from you Gusher :) I get a kick out of running around in the bubbles myself. I've got to figure out how to get a PhysicsVolume to just do a little damage to the player, so that the falling water is interactive. I put one in there and set the things I thought it needed, but I guess I missed something (?)




Please tell me you can fall into the garbage disposale of that sink. Maybe have it like the center pit of gael where theres an incentive to actually jump over it

Okay, see - now this is the kind of stuff I need from the other people I have testing ;) Right now the only board you can get to the drain of the sink in is the deathmatch, and much like a void, it's just a big, black HOLE. There's nothing down there and I was debating whether just to make it a death pit or make it worth going into. SO - there will indeed be something in the center!! Only thing, I'm not entirely sure what the inside of a garbage disposal looks like. I've got one, so I'll take a peek.

legacy-DaJMasta
09-20-2004, 09:51 PM
ive got one too, basically, its a black pit with a couple tubes at the bottom, and a metal grinder thing, mine has 2 blades and is about 3 inches big, but u could make it bigger, for 'effect'.

A black hole is good, minimal lighting is good, a kindof food/gore covered spinning blade of death, is better. ;)

legacy-WinkyBoy
09-20-2004, 11:00 PM
Okay, mm... couple of things: I checked out Gael & found that it's got the powerup floating above the death pit concept. And from what you're saying, DaJMasta, it sounds like a confirmation that I should do a death pit, too... How about I add a food grinder and float something on the water that doesn't quite get "sucked down"? I could mess with adding some volumes to pull the players in, like a gravity well...

legacy-Slip777
09-20-2004, 11:14 PM
It would of been cool if you added a mop from the kitchen table to the middle node, then it could be accesible by scorps and manta and stuff. Nice Work!:up:

legacy-WinkyBoy
09-20-2004, 11:58 PM
Well, in the ONS the middle node is actually accessible by mantas. One of the best kills (on me) that I experienced on this map was by my friend Shady. I'd gotten to the node first and was building it when I heard an engine coming close, so I switched to the Avril and scanned the skies. Suddenly I realized it was a Manta engine, and when I leveled my view Shady mowed me down head-on. It was sweet.

Anyway, for the most part you can just jump straight to the center cart. If you miss the top level, here's a really weird trick I've discovered: For some reason, if you drive into one of the four legs of the cart with the Manta, you'll drive straight up it! I didn't intend for this to happen, but it's kinda convenient.

Otherwise, I had intended to make the middle island a raptor-based node for the most part, which it mostly is. Once you have it, you get air superiority - but in the default link setup, it's also easy to lose.

legacy-meatpopsicle
09-21-2004, 10:40 AM
KitchenCounter is my all-time favorite- perfect balance of vehicles and terrain. I can't wait for the rest of the SinkPack!

legacy-WinkyBoy
09-21-2004, 05:53 PM
Thanks again, Meatpopsicle! You shouldn't have to wait TOO long, although there will be a slight pause when my daughter is born. I may have already mentioned that as it's on my mind lately ;)

I just updated the status of the VCTF board, as I polished it a little more today at lunch and am feeling quite pleased with the pathing. The bots now quite effectively take vehicles back and forth between the flags and can do a great job on both offense and defense. There are SOME times that they'll accidentally wind up with a vehicle underneath the stove burners, and they don't quite understand how to get out, but that's rare and I can accept that.

Here's another tidbit. This is the layout from a slightly earlier version of the sink, unlit, with a few icons from those Onslaught playguides, etc. (R=rocketlaunch, L=link, F=Flak, S=shock, etc.) Looks like I missed a few icons here & there, but this is the basic gist for ya :) I love this board so much because it always feels like I'm racing over jumps with the Scorpions/Hellbender...

http://img.photobucket.com/albums/v371/winkyboy/vsink.jpg


I've got the layout for the Assault version planned out now, but since this is my first Assault board, there's a few things I have to check to make sure I can do. If I can, everyone's going to be in for a real spectacular, interactive treat!! I'm planning on doing things like raising/lowering the water level in the sink to pass checkpoints, exploding boxes of cheerios to make a kind-of meteor shower to take out the defense, and so forth.

legacy-Prefablab
09-21-2004, 06:27 PM
Originally posted by WinkyBoy
Thanks again, Meatpopsicle! You shouldn't have to wait TOO long, although there will be a slight pause when my daughter is born. I may have already mentioned that as it's on my mind lately ;)

I just updated the status of the VCTF board, as I polished it a little more today at lunch and am feeling quite pleased with the pathing. The bots now quite effectively take vehicles back and forth between the flags and can do a great job on both offense and defense. There are SOME times that they'll accidentally wind up with a vehicle underneath the stove burners, and they don't quite understand how to get out, but that's rare and I can accept that.

Here's another tidbit. This is the layout from a slightly earlier version of the sink, unlit, with a few icons from those Onslaught playguides, etc. (R=rocketlaunch, L=link, F=Flak, S=shock, etc.) Looks like I missed a few icons here & there, but this is the basic gist for ya :) I love this board so much because it always feels like I'm racing over jumps with the Scorpions/Hellbender...

http://img.photobucket.com/albums/v371/winkyboy/vsink.jpg


I've got the layout for the Assault version planned out now, but since this is my first Assault board, there's a few things I have to check to make sure I can do. If I can, everyone's going to be in for a real spectacular, interactive treat!! I'm planning on doing things like raising/lowering the water level in the sink to pass checkpoints, exploding boxes of cheerios to make a kind-of meteor shower to take out the defense, and so forth.



Gawd dang Winky, you making me hungry! What are you eating!....... :D

legacy-DaJMasta
09-21-2004, 07:01 PM
although there will be a slight pause when my daughter is born
Congrats! :D


exploding boxes of cheerios
very good idea, and if u want, if i ever get the replication stuff down, maybe you can make cheerios that u can shoot and push like karma actors, that will work online ;)

legacy-WinkyBoy
09-24-2004, 04:39 PM
Thanks, DaJMasta! (for the congrats, for the tutorials, and the advice! I'll definitely write you into the credits on this stuff. Your water and assault tutes are/have been helping a lot)


that u can shoot and push like karma actors, that will work online
uh oh - I haven't even been thinking about things not working online properly... It would be quite cool to add interactive cereals bits and so forth - definitely let me know what you're working on with that replication stuff.


Here's a general request for anyone who's looked at this: I'm thinking about ambient sounds for the level and I really feel there's not enough. I've got running water for the faucet, music loops for the headphones, and a ticking clock for the oven clock... but what else can there be? I've thought of (maybe) having occasional, random things being shouted out as if there were people in the house talking to each other -- but that might get pretty sickening after a little while...

Does anyone have any suggestions?

legacy-oozabooman
09-27-2004, 09:31 PM
Kitchen counter... that has to be the most realistic beta I've seen in a while. NOICE!

legacy-Yourself
09-27-2004, 09:43 PM
SUGGESTION:

Add secret passages. Rat holes, tubes, passageways, etc. Would make for a fun experience. :)

legacy-WinkyBoy
09-27-2004, 10:18 PM
Thanks, Oozabooman :)

Yourself: re: rat holes, tubes, etc. I'll try to work something like that somewhere in one of the boards. I used have that kind of thing between the basins in the '99 Sink board I made... but I find myself veering away from them simply because of the fact that almost ALL of the other giant maps out there abuse the concept.

legacy-*gR*
09-28-2004, 10:52 AM
this looks awesome!!!!

legacy-meatpopsicle
09-28-2004, 01:14 PM
What about the soft crunch of fabric when walking over the jacket? Or the random rustle of paper near any of the shopping bags?

Random dog barking is always a good choice, or the hum of passing cars.

legacy-WinkyBoy
09-29-2004, 01:56 PM
meatpopsicle: I absolutely did not even THINK of that... 'course, sometimes I just don't THINK - LOL. Thanks for the tips! Those will indeed be implemented. In fact, I'll build an "outside world" to use as a skybox and put in a window (this had been on the plan originally but had also slipped to the I'm-so-lazy list) That way, I can put all sorts of random "outside" noises to occur occasionally. I'll keep things graphically 2D in the skybox so it doesn't increase rendering time.

*gR*: :up:


A general note: my laptop is realllly acting funny ATM and because of that I might have to send it in under warranty. I'm backing up all the data right now and am going to try a reformat if things keep up. So, for a little while I might not have a whole lot of news. Still haven't had the baby yet either, so there's that to think about too :bulb: My world is on a roller coaster!

Last status to report: I have the first objective in the Assault map nearly complete - the attacking team will have to turn the sink on to fill up one basin, thus raising the water level and the floating sponge carrying an array of Mantas for attack on the next objective. It should be pretty cool. The surface + Manta movement is all done, but the running faucet water ATM is always-on. I'll have to trigger that yet.

legacy-meatpopsicle
10-17-2004, 04:36 PM
Hey, WinkyBoy! Are you WinkyDad yet? I hope all are safe and sound and well on their way to become Flak Monkeys! :o)

legacy-WinkyBoy
10-18-2004, 09:52 AM
Too many early mornings!!

http://www.winkyboy.com/temp/leia.jpg

Yes!! I'm the proud poppa now of a darling baby girl! She's kept us up nights and filled our lives with diapers, but she's so worth it - 'specially when she stares right into ya with those giant baby blues. Not many things in this life can keep me away from teH Editing, but she is definitely one of them!

But, things ARE settling down a little bit and I've been launching Unrealed again. I'm getting frustrated with the Assault map for the pack -- details HERE (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=419182) -- so I set that aside and polished some other maps in the pack. A friend of mine requested that I create a CTF version of the DM board, so I did that, and as I was thinking about adding the skybox, I went overboard with the idea of creating a flowerbox board that could sit outside the kitchen window... so there are an additional 2 maps in the list :) I've started it out as a Bombing Run map, but obviously it could easily be converted into a CTF or similar.

PIX! (note: textures have to change on the plants, I think)

http://img.photobucket.com/albums/v371/winkyboy/Shot00000.jpg

http://img.photobucket.com/albums/v371/winkyboy/Shot00001.jpg

Let's see... other things of interest... I keep bugging a friend of mine to see if he'll take the DM board and create another DM using the other side of the sink. (Since that one hasn't been released in beta yet, here's an explanation: It takes place entirely in the left sink basin. I've got the OTHER basin pretty much already set up as a DM, but just unreachable from play. So, before that board gets released I'll either delete the other basin, or my friend will pull through & make it another map)

Umm... It's gonna be time pretty soon to release another beta I think. I have yet to implement the sounds you suggested, MP. Those will get added before I release another round. At this point, I'm up in the air about whether I'm going to finish the Assault map - because of the issue I mentioned before (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=419182). But when I do let out the next beta, I'll include versions of all the maps available, and it will be the last beta before release.

legacy-WinkyBoy
10-25-2004, 06:03 PM
lil' bumPimpage here:

Just wanted to say that I've got this BR board also So Very Close to being done. I passed some major decoration milestones this weekend as you can see here:

http://img.photobucket.com/albums/v371/winkyboy/ivy_gate.jpg

If you want to see another sweet model that I did a while ago but didn't really announce, check out the last post in my Winkyboy thread (http://www.winkyboy.com/Default.aspx?tabid=1&g=posts&t=56) about the SinkPack.

After I finish this BR board, I'm going to create a CTF copy/version of it, and then optimize the remaining boards, beta them, and then release. I'm on track to have 6, possibly 7, boards then for the final release. (If anyone would be interested in helping out & making that 8, 9, or 10 just let me know :D )

[EDIT: Nice. JUST as I posted this, my website seems to be down. Sorry 'bout that. I'll move the images so you can see 'em. Oookay.... and it looks like my site's back again :p ]

legacy-WinkyBoy
11-09-2004, 12:31 AM
So... a little more bumpage to anyone watching this thread!

I'm putting the map pack on my server as a beta for this week. I really don't want to see a bunch of beta copies of my stuff floating around out there, so that's why it's a short, final beta*. These maps are really far along, so hopefully there's pretty much nothing wrong with 'em.

If anyone has them up on a server, please let me know as I'd like to test them with real people. Thanks!


*Note, if I start getting "too much" feedback, I *will* push the release date back.

**The Winkyboy link (in the first post of this thread) is sometimes down :( So I'm also creating an Unreal Playground download link now. And here it is (http://www.unrealplayground.com/download.php?mapid=7759)

legacy-WinkyBoy
11-22-2004, 06:51 PM
Released!!!

http://www.ataricommunity.com/forums/showthread.php?s=&threadid=429060