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CTF-Switchback [RELEASED]

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    CTF-Switchback [RELEASED]

    Here goes people, my new map.

    Inspiration combined with a old (very old) idea of mine possessed me to take this map from concept to completion in a little over four days.

    In normal CTF maps the flags are at opposite ends of the level and the terrain/obsicals/level is inbetween. Ever sice UT came out (not UT2003) I have had the idea of putting the flags in the same room but seperated by glass, and making the player work around to the back in order to get the flag.

    Four days ago I had inspiration and sketched this:




    This is pretty much the layout.

    After some better planning on graph paper I started building and have been pretty much mapping 9-5 ever since to get it done.

    The result?
















    I think it's pretty **** good.


    This is Switchback Mk2. Mk1 had some bugs which have now been rectified. If you have Mk1 please download Mk2 and replace. Bug fixes can be found here

    Download CTF-SwitchbackMk2 here!!!! Still only 1.6mb!!

    README information follows.



    CTF-Switchback ReadMe for
    Unreal Tournament 2003

    Release Date: Friday, May 11, 2003


    Title: CTF-Switchback

    Filename: ctf-Switchback.zip

    Version: 1.00


    eMail Address:
    ductonius1@yahoo.com

    Author's Homepage: www.xenoworks.com

    Aknowlegement: Thank you to everyone that ever gave me help in the www.ina-community.com/forums UT2003 forums.


    Other Levels By Author:

    DM-Cubist

    DM-Cubist][

    CTF-Silviculture



    Play Information


    Game: Unreal Tournament 2003

    Level Name: CTF-Switchback

    Game Type: UT2003 capture the flag

    Botmatch: Yes

    Single Player: Yes

    Teamplay: Yes

    New Textures: Only the screenshot


    New Sounds: no

    New Music: no

    Mods: can be used

    Mutators: can be used.



    Construction

    Base: none, origonal map.

    Build Time: Probably in the order of 24-30 hrs over four days

    Players: 2-12

    Editor(s) Used: UnrealEd 3.0

    Known Bugs: None


    Inventory

    Weapons:
    Flak Cannon, Lightning gun, Link Gun, GES
    Bio Rifle, Minigun, ASMD Shock Rifle, Rocket Launcher

    Armor and PowerUps:
    Health Packs, Sheilds, Adreanilne, Health vial.


    Installation

    Stick the file into your c:/ut2003/maps folder



    Extded Description

    Both flags are in the same room but seperatedb by glass. The flag room connects to a main hall via stairs. This hall connects to two larger multi-leveled areas with weapons, powerups and such. Two "power cores" present obsticals and are deadly if players venture too close, they can also be seen from either an upper deck, or by lower tunnels. It is a simple but effective layout.


    Author's Notes

    I have always wanted to make a map where the two flag rooms were side by side but seperated by glass. There are several reasons why I wanted this, a) It discourages flag camping, b) You can see enemy defences, c) I have never seen it done, d) It's just **** neat. CTF-Switchback is the product of this desire and, if I dont say so myself, I think it's a **** fine map.


    please e-mail comments or suggestions to ductonius1@yahoo.com

    Copyright / Permissions


    Authors may NOT use this level as a base to build additional levels without explicit permission
    from the Original Author.

    You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission!

    You MAY distribute this level through any electronic network (internet (web/ftp), FIDO, local BBS etc.), provided you include this file and leave the archive intact.


    All other copyrighted material is property of thier respective owners.

    #2
    Don't look bad atl all! I'm gonna load this one when I get back home.

    Comment


      #3
      OH MY GOD... that last image looks EXACTLY like a map i worked on for Unreal1 and never finished

      big open room with curving stairways and the over/under exits...

      brought back some memories there

      Comment


        #4
        That map looks awesome m8

        Comment


          #5
          Great map with some really good flow to it

          but.... the lower passageways to the lower reactor blue beam thing is far too cramped up, and you cant double dodge without hitting your head on the lamps

          maybe its a good idea to bring out a revision making them hallways wider

          This map is far better than any CTF map ever made in the past few months

          Comment


            #6
            I've mirrored this map on FasterFiles and FileFront. All of the current mirrors/download locations are listed on the map's page on Mapraider.com:

            http://www.mapraider.com/maps/?fileid=911

            Comment


              #7
              Looks nice.....framerate is "screamin" :up: ....I like grey maps. Good use of textures and meshes.

              I asked my roommate if it seemed bright....he said it looked great, as is. IMO....if you've manipulated the ambient lighting at all, knocking it down a notch would be cool. (just an opinion)

              Lastly....the place where you have the health vials, could use a blocking volume around that rail...so as not to get stuck on it.

              Great Work!


              Comment


                #8
                Originally posted by Fecal Marmaset
                I asked my roommate if it seemed bright....he said it looked great, as is. IMO....if you've manipulated the ambient lighting at all, knocking it down a notch would be cool. (just an opinion)
                Ambiet is set to zero, so maybe I've just used too much regular light. I dont think it interferes with gameplay.

                Originally posted by Fecal Marmaset
                Lastly....the place where you have the health vials, could use a blocking volume around that rail...so as not to get stuck on it.
                I may release a Mk2 version to fix some of the problems and annoyances that have popped up.

                Thank you for your input.

                Comment


                  #9
                  Very sweet map! Good job. Can't wait to play this online. I've got some bug reports if you want them. If not, just stop reading now

                  Blue base bio and mini ammo is switched, but not in red base.

                  One of the grates on the floor on the red side keeps going transparent. It could be that the glass has the same z-coordinates as the grate and they are fighting to be on top but I'm not sure.

                  Like Happy_Hamburger said, the lamps in the bottom couldn't be more annoying when tring to dodge jump. I don't think anyone would notice if you just set bCollideActors to False and let people jump through them. Or, you could go with a different, creative type of wall lighting.

                  Comment

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