
Name: VCTF-RT-TrainCrossing
Version: Version 2
Description:
A small town divided by water.
This is a large open map for 12-24 players. The middle part of the map is covered in water and you can cross it by jumping on top of passing by trains, taking a ride on the boat in ports, using the bridge, flying the cicada or manta, or just swimming.
Other vehicles included are Hellbenders, EONS Scorpions that can boost and self-desturct and an Ion Tank at the middle that gives the team who takes it first a big advantage. There are a lot of powerups (DD, jump boots, pickup of invisibility, super-adrenaline) and also super weapons such as redeemer, ion painter and even nuclear strike painter, plus instagib rifle (in the regular version only).
Comments:
The map is a remake of VCTF-TrainCrossing from UT3.
There are two versions of the map in the archive:
-Regular: low fps, pretty looks, two hidden places - version for offline play
-Night: good fps, different look, no hidden places - version for servers
In this version the map got an unexpected complete overhaul, see Changes for explanation.
Screenshots:
[shot]http://rusut.ru/_nw/5/49145697.jpg[/shot] [shot]http://rusut.ru/_nw/5/08174316.jpg[/shot]
[shot]http://rusut.ru/_nw/5/24085457.jpg[/shot] [shot]http://rusut.ru/_nw/5/91143659.jpg[/shot]
[shot]http://rusut.ru/_nw/5/59820341.jpg[/shot] [shot]http://rusut.ru/_nw/5/21242067.jpg[/shot]
[shot]http://rusut.ru/_nw/5/70964242.jpg[/shot] [shot]http://rusut.ru/_nw/5/27653127.jpg[/shot]
Changes:
RC1->Verion 2
There was supposed to be an RC2 version and then a Version 1 without much changes from RC1 but the Editor kept crashing on me so instead I made some major changes to fix the issue and skipped Version 1 entirely.
Here's what I did:
-Scaled the map down to a 3/4 of what it was before. Plays much faster now and doesn't crash the Editor anymore, which helps me a lot.
-Night version introduced instead of the Foggy version, changes on it see below
-Fixed BSP holes
-Added Radar that shows flag's position, the barge and the trains
-Replaced Paladins with Hellbenders (paladins didn't fit the garage

-Trains can now run players down (you take 25 damage for every time the game decides you got hit by it)
-Fixed barge's floor collision
-Barge now moves faster
-Trains now move (relativly) slower
-Blue bots now use their Cicada
-Reduced the amount of static meshes in some pathways
-Changed some static meshes and geometry
-Fixed some misplaced static meshes
Night version changes:
-Optimized for online play (no secret places, good performance)
-Different lighting, fog, skybox and water
-Lighting details (self illumination on lamps, burning barrels, blinking hotel sign, coronas etc.)
-No forcefield around the map (blocking volumes are still there)
-No blocking volume in the sky (it only affected players and redeemer warheads before if anyone is wondering)
-Music from UT99 (Seeker)
Beta3->RC1
-Flag building is now completely unaccessible by vehicles, added visual signs
-Improved bot paths - defense positions, assault paths, jump spots, water paths
-Teleporters to the top of lighthouse were moved to the lighthouse itself
-Added super adrenaline pickup where teleports were previously
-The gates at the ports were removed
-Replaced Scorpions with EONS Scorpions
-Replaced SPMA with Ion Tank
-Added two secrets (not in foggy version). Can you find them?
-Added forcefields and improved the positioning of blocking volumes around the map
-Improved the sea border of the map - added byuos and it now blends more seaminglesly with the skybox
-Textures in the tunnels now fade to black
-Added music from UT3 (Mechanism Eight)
-Added some ambient sounds
-Mine layer now respawns like Redeemer and ammo for it is very hard to find
-Fixes in mesh placement and texture alignment
-Other bugfixes
Beta2->Beta3
-Added terrain
-Changed skybox, water and waterfall textures
-Decreased the amount of fog
-Added lighthouse in the middle. There are DD and Invisibility pickups up on it, how to get to them is up to you.
-Redone blue spawn point
-Changed some static meshes and textures
-Fixed lighting on static meshes
-Tweaked placement of some pickups and other objects
-Nerfed jump boots
-Fixed\changed\added\removed some minor stuff
-Bots act less stupid in vehicles
Beta1->Beta2
-Optimization. Lots of it. Aligned all brushes, applied proper zoning, added anti-portals and cull distances
-Some misplaced meshes were fixed
-Custom vehicles are removed, instead of them I added the boat from the original map
-More decorations
-More pickups
-Jump boots updated
-Fluid surface replaced with a sheet
-Added notifications when trains\boat arriving\leaving
Alpha->Beta1
First complete version of the map
Alpha
First Release
Known Bugs:
-In the regular version FPS can go down very low.
-Bots don't use trains\boat, don't know what to do with jump boots and don't go for super-weapons.
-Trains and boat are a little bit laggy when playing online.
-Nuclear Strike Launcher can whiff or summon the bomber close to surface when pointed at some places.
Credits:
Epic Games
Nathaniel Rossol (_N_) - original map
Jeffrey - VCTF-Suspense port
Sanch3z - ONS-Downtown port
D. 'Crusha K. Rool' I. - ONS-Downtown port, Ultimate Radar Overlay
MDK1311, AngelHeart, Ryan Pendleton, Blue Moon Rising mod authors - static meshes
meowcat - meshes from UT3 (and maxdamage for sending me the train mesh)
Rasiel - RT logos
Wormbo - Jump Boots pickup
Eliot - LevelConfigManager
Aberiu - skybox & water
Wail of Suicide - EONS Scorpion
GP - code samples
Authors of: pickup of invisibility, nuclear strike painter
People who taught me how to do things right:
GP, Crusha K. Rool, Heimdallr, meowcat, jefe, LIPRampage, Wormbo, Darkn3ss is QnL, GreatEmerald, Aberiu, spooky
Everybody else who helped me with making and testing the map:
Rasiel, XCanG, volfgunus, Psymon, SAV, Antill, Felix
Software used:
Unreal Editor (UT2004 & UT3)
3DS MAX
Paint.Net
UModel
UnrealDeps
Vegas Pro
AIMP3
UT2k4 Message Colourizer
Homepage: http://rusut.ru/
Download: http://rusut.ru/addons/0-0-1-3972-20
Required files from BP2: http://www.mediafire.com/download/zs...8/BP2Files.zip
Originally posted by Alpha release
Originally posted by Original post
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