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Updated! CTF-HL-2Fort v1.1 (images and info inside) (2K3/2K4)
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legacy-deji repliedUpdate: "Fixing 2Fort"
As you can see I've fixed the cartoon-like sky. I've added more detail and decreased the grey indoor hue, but some areas will be revamped to lose some of the nasty BSP features.
p.s. I would consider doing something like openfire etc in the future.
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legacy-NulEnvoid repliedYou had the flow pretty good, dunno if you can do team dependant triggers but they'd be nice, only other thing is detail/visuals.
A version like 2fortse (google has images) would be sweet, nicely done brush work inside for it's time, although the outside is still quite bland. Q3F's version is still probably the nicest looking though (but cramped), even though the mod was a little off.
Would you ever consider doing something like openfire (TFC/Q3F)?
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Mr.UglyPants repliedmake sure that the blue lift is working! And hope it comes out soon!
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legacy-deji replied.
RESURRECTED THREAD
NEW v1.3 COMING SOON
LAST CALL FOR BUGS & SUGGESTIONS
I'm bringing these out of the loft (2004 versions - both
night and day) for a clean-up and visual overhall.
.
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legacy-Sh0rty repliedOriginally posted by deji
BUN-UMP!
Updated v1.1 now availible for download. Please see the updated first post.
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legacy-MonkSix repliedThat's a nice looking 2Fort remake. Years ago (for the original UT), I did a remake of the original Q1 version in which I tried to stay as true to the original design (textures and everything) of the original map, though I never published it because I'm not much of a mapper and I couldn't get bot paths to work.
As long as people are still redoin' those old school maps, I'd love to see a remake of EWG3 (Ephedrena WarGrounds III), which was another Q1 TF map - was my all-time favorite TF map and would make for some interesting UT2K4 CTF.
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legacy-deji repliedBUN-UMP!
Updated v1.1 now availible for download. Please see the updated first post.
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legacy-deji repliedOriginally posted by Evile
When are you doing Rock][? My all time fave(Don't tell anyone!
) not sure if that's any interest here.
Evile - I can give it another try, I will post on some editing boards for help regarding bot-kickers. No kicker for the front tho - use you shield!!
I also attempted to add team scores, but I was missing a team score script (These are the LED boards in respawn) I had a UT team score script, I posted around many boards ages ago, but no one could help
I have UnrealED open now seeing if I can get lasers in respawn working.
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legacy-Evile repliedquote 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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legacy-DimensionSeven repliedAnd 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.
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legacy-DimensionSeven repliedSandorski: you spelled right! Cheers to your dad! (and you, too):up:
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