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Updated! CTF-HL-2Fort v1.1 (images and info inside) (2K3/2K4)

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    #16
    Originally posted by deji
    [B]You have to crouch to get in . Well I'm sure that was an over exaggeration . I'll check these out and see what I can do.
    Well I'm not really exaggerating ...
    [screenshot]http://img5.imageshack.us/img5/2397/Shot00056.jpg[/screenshot]

    [screenshot]http://img2.imageshack.us/my.php?loc=img2&image=Shot00057.jpg[/screenshot]

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      #17
      ack, I remember this map, I really hate this map sorry no offense : /

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        #18
        Originally posted by SilentBlue
        Well I'm not really exaggerating ...

        This is what I'm getting:



        This shot (on the right) is taken directly out of the upload zip. I'm wondering if the static meshes are a different size or something. (I hope, i realise my character is smaller, and the shot may be zoomed out a bit)

        You could really help if you could answer these.. If this is a problem I want it fixed asap.

        Did you open it in unrealED and save?
        Do you have any mods/mutators running?
        Where did you download it from?
        Which character model are you using?

        Thanks

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          #19
          Originally posted by Evile
          When are you doing Rock][? My all time fave
          I'm working on an original ONS map at the moment, and getting this one out of the way. After that, depending on how well 2fort does, I may consider doing another.

          Originally posted by Fasterfiles
          mirror for the ut2004 version
          Thank You!

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            #20
            review

            just played it to give you a feedback *mostly details

            - for best defense you need a good weapon near the spawn point. it's hard to kill the flag carrier with the shock rifle. i think easiest solution is to replace the flak with shock rifle, just switch places. sr is really good underwater

            - ammo for rocket would be nice - or maybe i missed it

            - in the original tfc you cannot use the enemy's elevator, which leaves only 1 way to leave with the flag, you might want to do that.

            - faster doors wouldn't hurt.

            - you should add sentries to the spawn area

            that's all i can think of

            cK

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              #21
              Enemy Elevator + Faster Doors seem most important.
              Also on lowest details I cannot read the signs, which sorta sux. Should try to fix this since the signs "contain important info".

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                #22
                :cry: I feel like an idiot, I was using a mutator. "WMutators", some clan mutator.

                http://www.ut2003hq.com/pafiledb2/pa...n=file&id=3655


                For some reason it makes my guys bigger...

                It has 4 diffrent mutators in it, I used the air dodge one.

                Sorry for wasting your time

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                  #23
                  I commented at Nalicity already, but this map deserves 2 posts! An excellent recreation of one of the best CTF maps of all time. A must download!!

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                    #24
                    That's best TFC map of all time, HL didn't do CTF (thank goodness).

                    Comment


                      #25
                      You had to bring the flag to the sniper area in the original, not all the way to where your flag is. Felt weird playing 2fort in ut tho. Almost got a nostagic effect..

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                        #26
                        Yah that's what I mean about CTF Not being TFC(well part of it, you should be able to cap any time too). Shouldn't be too hard to implement in UT.
                        It does change the game dynamic quite a bit, it actually slows things down , because attakers and defenders can commit themsleves to a role, instead of attackers having to 'swing' def/off to make sure they have both flags.

                        I don't know why, but I never really got on with CTF, I guess that's why I'm still playing TFC

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                          #27
                          Re: review

                          Originally posted by c K
                          - for best defense you need a good weapon near the spawn point. it's hard to kill the flag carrier with the shock rifle. i think easiest solution is to replace the flak with shock rifle, just switch places. sr is really good underwater

                          - ammo for rocket would be nice - or maybe i missed it

                          - in the original tfc you cannot use the enemy's elevator, which leaves only 1 way to leave with the flag

                          - faster doors wouldn't hurt.

                          - you should add sentries to the spawn area
                          - Stronger weps were put a bit away from respawn because I seemed to get wasted a lot. Epc. in the tight corridors. I know, I'm **** I could move them closer, but I won't be putting flak in the respawn unless I'm screamed at for it.

                          - Elevators was originally team triggered, but bots seem to play better with two routes. They should defend better if I disable it. You can sheild-jump up the elevator shaft if they were disabled. I attempted bot-only kickers, but failed. will consider this, but I wanted to make bot play decent at same time.

                          - There will be more ammo dotted around. Rockets are outdoors just as you exit the right entrance.

                          - Sentries on the list, but 2k4 only.

                          Originally posted by SilentBlue
                          I feel like an idiot, I was using a mutator. "WMutators", some clan mutator.
                          No worries - happy to see a potential problem posted with screens. !

                          Originally posted by Sh0rty
                          on lowest details I cannot read the signs
                          will try to fix this to! my fault - didn't test on lowest settings.

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                            #28
                            Sandorski: you spelled right! Cheers to your dad! (and you, too) :up:

                            Comment


                              #29
                              And the comments here are good, I could have thought of these problems by myself, too. But I didn't play the original, so I can only rely on this version.

                              Comment


                                #30
                                quote thingy--- Elevators was originally team triggered, but bots seem to play better with two routes. They should defend better if I disable it. You can sheild-jump up the elevator shaft if they were disabled. I attempted bot-only kickers, but failed. will consider this, but I wanted to make bot play decent at same time. --offquote


                                I really think tou should persist with this, if you have to trickshot up the enemy liftshaft that perfectly sustains the original map ethos.

                                The tall elevator down to the secondary armory HAS to be team only, and difficult to trick jump up IMHO.

                                And furthur to that, I would like to see some kind of kicker onto the NME sniper battlement from the fort front, like the old roket jump. Or maybe just a team kicker that does 25% damage at the same time, that's an aweful hack

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