Name: AS-TempleOfTrialsII.ut2
Version: Pre-Beta
Compatibility: UT2004 Assault
Credits: Princess_Frosty
Homepage: http://www.princessfrosty.co.uk
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Update: 02/12/2004 - I've made a tiny update, while i've made some progress on the map its not been much, however one small thing I just had to add straight away is a treat for the defending area which is just a sealed of box.
Check my website - http://www.princessfrosty.co.uk for the update and a screeny, i've also added an area to post comments and read others comments on the TempleOfTrialsII project, no need to register for it either
Feel free to guess what the button does
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Update: 19/11/2004 - I've re-thought the starting area and decided that having the normal TOT-v4 end room the right way up was a better idea. Obviously I didnt want everyone to scale the hardest room just to get to the room where you pick your zone (tomb) so i've added a secret area activated by a switch, this allows you access to a jump pad, shooting you up to the ledge. The first objective is to open the shortcut, the 2nd objective is to finish the room again (gain access to the next room where you chose your zone).
The room where you chose your zone is now done, I will probably re-light it at some stage but it looks really nice I think. Theres 5 doors each that lead to the different zones, naturally 4 of the doors are locked untill you complete the first tomb, then the 2nd opens, etc.
The first 2 doors are on the floor, however the next 3 doors are on the ceiling, i've tested this and it looks really cool, to get to the ceiling you just use a passage at the front of the room, I think it works really well.
In addition to the ceiling oddity, the door frames are only thin, you can walk right behind them, yet they lead to much larger rooms, the first one being the start of the industrial zone. This sort of impossible geometry will be found throughout the map causing all sorts of new and unique puzzles.
Check out the new screenshots on my website.
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This map has just started to leave concept stage and im starting to build many of the sections, i don't yet have any real screenshots (theres a sneak peak on my website). I'm taking ideas down still so if you think you have any really good puzzles or tricks to add then please contact me (details on my website).
This map will not be Egyptian themed, however it will probably start where the last map left of, this map is going to have a lot of strange puzzles, twist and turns, some really dodgy things going on, inverting gravity, people walking on ceilings, and some other really cool things I have planned.
I will keep updating my website and this thread as I get more work done and I take more screen shots, I'm hoping to get lots of community feed back so I can give you guys what you want, and make this map a worthy sequal.
I'd also like to say that this map will use zone portals, for which UseStencil needs to be set to true in the .INI files, which its NOT by default in UT2004. Since other people seem to have used these portals fine in other maps I was wondering if there was a small piece of code you can embed to switch this feature on temporarily to allow portals to display correctly. Otherwise the map will be unplayble, if you can help please contact me.
Also I will be embedding the TFA (Trials Friendly Adjustments) in the map again for your gaming pleasure, as always thanks goes to NeoFlame.
Expect updates soon!
Version: Pre-Beta
Compatibility: UT2004 Assault
Credits: Princess_Frosty
Homepage: http://www.princessfrosty.co.uk
-----------------------------------------------------------------------------------
Update: 02/12/2004 - I've made a tiny update, while i've made some progress on the map its not been much, however one small thing I just had to add straight away is a treat for the defending area which is just a sealed of box.
Check my website - http://www.princessfrosty.co.uk for the update and a screeny, i've also added an area to post comments and read others comments on the TempleOfTrialsII project, no need to register for it either

Feel free to guess what the button does

------------------------------------------------------------------------------------
Update: 19/11/2004 - I've re-thought the starting area and decided that having the normal TOT-v4 end room the right way up was a better idea. Obviously I didnt want everyone to scale the hardest room just to get to the room where you pick your zone (tomb) so i've added a secret area activated by a switch, this allows you access to a jump pad, shooting you up to the ledge. The first objective is to open the shortcut, the 2nd objective is to finish the room again (gain access to the next room where you chose your zone).
The room where you chose your zone is now done, I will probably re-light it at some stage but it looks really nice I think. Theres 5 doors each that lead to the different zones, naturally 4 of the doors are locked untill you complete the first tomb, then the 2nd opens, etc.
The first 2 doors are on the floor, however the next 3 doors are on the ceiling, i've tested this and it looks really cool, to get to the ceiling you just use a passage at the front of the room, I think it works really well.
In addition to the ceiling oddity, the door frames are only thin, you can walk right behind them, yet they lead to much larger rooms, the first one being the start of the industrial zone. This sort of impossible geometry will be found throughout the map causing all sorts of new and unique puzzles.
Check out the new screenshots on my website.
------------------------------------------------------------------------------------
This map has just started to leave concept stage and im starting to build many of the sections, i don't yet have any real screenshots (theres a sneak peak on my website). I'm taking ideas down still so if you think you have any really good puzzles or tricks to add then please contact me (details on my website).
This map will not be Egyptian themed, however it will probably start where the last map left of, this map is going to have a lot of strange puzzles, twist and turns, some really dodgy things going on, inverting gravity, people walking on ceilings, and some other really cool things I have planned.
I will keep updating my website and this thread as I get more work done and I take more screen shots, I'm hoping to get lots of community feed back so I can give you guys what you want, and make this map a worthy sequal.
I'd also like to say that this map will use zone portals, for which UseStencil needs to be set to true in the .INI files, which its NOT by default in UT2004. Since other people seem to have used these portals fine in other maps I was wondering if there was a small piece of code you can embed to switch this feature on temporarily to allow portals to display correctly. Otherwise the map will be unplayble, if you can help please contact me.
Also I will be embedding the TFA (Trials Friendly Adjustments) in the map again for your gaming pleasure, as always thanks goes to NeoFlame.
Expect updates soon!
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