1. Name:
ONS-SilvaBETA4.ut2
2. Version:
Beta 4
3. Compatibility:
UT2004 + ECE
4. Description:
Silva is latin for forest. Giant pines grow in a massive sinkhole (which is strangely perfectly symmetric, perfect for an onslaught arena!)
Other than a total of four stock static meshes, this level is 100% custom meshes created by me.
There is a lot going on in this map. First and foremost, the layout:
[screenshot]http://img457.imageshack.us/img457/8108/silvaoverhead6xq.jpg[/screenshot]
Each core links to three primary nodes. These primary nodes are similar to the nodes I've used in Maelstrom - they are modified to have 60% health (1200 instead of 2000) and build in 60% of the normal time (18 seconds instead of 30). They are represented by grey points on the map.
The four middle nodes are normal, and are represented by white points on the map.
Scorpions are a custom variant called the Scorpio (that's also latin!) made by Gorzakk. The Scorpio features four-wheel steering and other small adjustments to its web weapon. These changes are subtle, and are designed to help the scorpion be a more viable vehicle.
5. Comments:
This map is nearing completion. Here is what is left to do:
-Ambient sounds
-Compose a custom music track
There are a few known bugs:
-Bots will sometimes enter a vehicle, instantly get out, then wait a few seconds before entering the vehicle again and driving off. I wish I knew why.
-Bots also will periodically drive like morons
-When in 3rd person view in turrets, the camera will go through the static mesh base the turrets are placed on. This doesn't happen with any other static meshes, which is odd.
Nothing major at all, and nothing that can't be ironed out either.
Before everyone asks why I've not made one of my HunterWâ„¢ skyboxes for this map, it is because the height of the trees and fog distance limits the amount of skybox space I can use.
There's a simple trigonometric formula you can use to determine the angle of sky you can get away with in your map...get to the lowest point you can, and measure up to the tallest thing in your map. This is the vertical portion of a right triangle. Using your fogdistance as the hypotenuse, you can find this angle with the formula:
ArcCos (height/fogdistance)
so in my case, ArcCos (8000/10500) = 40 degrees. Hardly any sky to work with at all - just enough room for a big sun!
6. Screenshots:
[screenshot]http://img67.imageshack.us/img67/589/silva12yl.jpg[/screenshot]
[screenshot]http://img207.imageshack.us/img207/6792/silva23lq.jpg[/screenshot]
[screenshot]http://img67.imageshack.us/img67/8329/silva30bs.jpg[/screenshot]
[screenshot]http://img67.imageshack.us/img67/3914/silva49lm.jpg[/screenshot]
[screenshot]http://img61.imageshack.us/img61/5176/silva54kd.jpg[/screenshot]
[screenshot]http://img61.imageshack.us/img61/5530/silva65cq.jpg[/screenshot]
7. Credits:
Created by Hunter Wiebush.
Made possible by the Titan Onslaught Community's ongoing beta-testing and feedback. As this map is beta, I will not yet list everyone involved with feedback.
Special thanks to Shambler (creator of ONSPlus), who scripted the custom nodes.
Special thanks to Gorzakk, who scripted the Scorpio.
Special thanks to Carth for alpha-layer manipulation.
Special thanks to Kousto & Slaughter for hosting.
Ivy texture for the terrain is not mine, but is a temporary placeholder - I am going to photograph and create a new one for the final release.
8. Homepage:
No homepage yet, so here is my NaliCity portfolio.
http://nalicity.beyondunreal.com/vie...or.php?aid=195
9. Download:
premium rapidshare: http://rapidshare.de/files/21943158/ONS-SilvaBETA4.zip
kousto's ftp backup: http://3615tavie.free.fr/maps/hunter...SilvaBETA4.zip
slaughter's backup:
http://slaughtersplace.com/sp/maps/ONS-SilvaBETA4.zip
Feedback is most appreciated. Thanks!
10. Servers that run this map:
Titan 32p Onslaught
unreal://217.77.176.198:7777
A.S.S Carcass Factory 32p Onslaught
unreal://207.210.237.106:7777
Slaughter's Place ONS
unreal://8.6.74.102:7777
Clan Death Warrant Spam Vikings 32p Chi-town Smackdown
unreal://69.65.1.18:7777
ONS-SilvaBETA4.ut2
2. Version:
Beta 4
3. Compatibility:
UT2004 + ECE
4. Description:
Silva is latin for forest. Giant pines grow in a massive sinkhole (which is strangely perfectly symmetric, perfect for an onslaught arena!)
Other than a total of four stock static meshes, this level is 100% custom meshes created by me.
There is a lot going on in this map. First and foremost, the layout:
[screenshot]http://img457.imageshack.us/img457/8108/silvaoverhead6xq.jpg[/screenshot]
Each core links to three primary nodes. These primary nodes are similar to the nodes I've used in Maelstrom - they are modified to have 60% health (1200 instead of 2000) and build in 60% of the normal time (18 seconds instead of 30). They are represented by grey points on the map.
The four middle nodes are normal, and are represented by white points on the map.
Scorpions are a custom variant called the Scorpio (that's also latin!) made by Gorzakk. The Scorpio features four-wheel steering and other small adjustments to its web weapon. These changes are subtle, and are designed to help the scorpion be a more viable vehicle.
5. Comments:
This map is nearing completion. Here is what is left to do:
-Ambient sounds
-Compose a custom music track
There are a few known bugs:
-Bots will sometimes enter a vehicle, instantly get out, then wait a few seconds before entering the vehicle again and driving off. I wish I knew why.
-Bots also will periodically drive like morons
-When in 3rd person view in turrets, the camera will go through the static mesh base the turrets are placed on. This doesn't happen with any other static meshes, which is odd.
Nothing major at all, and nothing that can't be ironed out either.
Before everyone asks why I've not made one of my HunterWâ„¢ skyboxes for this map, it is because the height of the trees and fog distance limits the amount of skybox space I can use.
There's a simple trigonometric formula you can use to determine the angle of sky you can get away with in your map...get to the lowest point you can, and measure up to the tallest thing in your map. This is the vertical portion of a right triangle. Using your fogdistance as the hypotenuse, you can find this angle with the formula:
ArcCos (height/fogdistance)
so in my case, ArcCos (8000/10500) = 40 degrees. Hardly any sky to work with at all - just enough room for a big sun!
6. Screenshots:
[screenshot]http://img67.imageshack.us/img67/589/silva12yl.jpg[/screenshot]
[screenshot]http://img207.imageshack.us/img207/6792/silva23lq.jpg[/screenshot]
[screenshot]http://img67.imageshack.us/img67/8329/silva30bs.jpg[/screenshot]
[screenshot]http://img67.imageshack.us/img67/3914/silva49lm.jpg[/screenshot]
[screenshot]http://img61.imageshack.us/img61/5176/silva54kd.jpg[/screenshot]
[screenshot]http://img61.imageshack.us/img61/5530/silva65cq.jpg[/screenshot]
7. Credits:
Created by Hunter Wiebush.
Made possible by the Titan Onslaught Community's ongoing beta-testing and feedback. As this map is beta, I will not yet list everyone involved with feedback.
Special thanks to Shambler (creator of ONSPlus), who scripted the custom nodes.
Special thanks to Gorzakk, who scripted the Scorpio.
Special thanks to Carth for alpha-layer manipulation.
Special thanks to Kousto & Slaughter for hosting.
Ivy texture for the terrain is not mine, but is a temporary placeholder - I am going to photograph and create a new one for the final release.
8. Homepage:
No homepage yet, so here is my NaliCity portfolio.
http://nalicity.beyondunreal.com/vie...or.php?aid=195
9. Download:
premium rapidshare: http://rapidshare.de/files/21943158/ONS-SilvaBETA4.zip
kousto's ftp backup: http://3615tavie.free.fr/maps/hunter...SilvaBETA4.zip
slaughter's backup:
http://slaughtersplace.com/sp/maps/ONS-SilvaBETA4.zip
Feedback is most appreciated. Thanks!
10. Servers that run this map:
Titan 32p Onslaught
unreal://217.77.176.198:7777
A.S.S Carcass Factory 32p Onslaught
unreal://207.210.237.106:7777
Slaughter's Place ONS
unreal://8.6.74.102:7777
Clan Death Warrant Spam Vikings 32p Chi-town Smackdown
unreal://69.65.1.18:7777
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