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vctf-[Men@Work] (pics/final)

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  • replied
    Nice job BigJim!

    Plays very well

    Leave a comment:


  • replied
    the new avitars are **** :/
    btw i havent played the final yet but i think i still have beta 1 2 or 3
    cant remember what 1

    Leave a comment:


  • replied
    It's good to see that someone still knows how to build an A+ vCTF map. Nice job. Downloading.

    Leave a comment:


  • replied
    Originally posted by BigJim
    Hey Marty, almost didn't recognise you mate without that bloody rayman leering at me from the left hand side.
    Hehe ...yes that new avatar ****.


    Originally posted by BigJim
    Hopefully the new engive will handle karma collision better, but atm this is the very best you can get it afaik, I'm always willing (!) top be proven wrong tho'.
    Yep, I hope too and I can't prove you wrong cause I don't know much about that stuff yet

    Leave a comment:


  • replied
    Hey Marty, almost didn't recognise you mate without that bloody rayman leering at me from the left hand side.

    Originally posted by »madMar†y»
    1 Aegis - You say that you need two persons to get the vehicle out of its place, but I found out that after trying it a few times the crane does start moving. It doesnt lift the vehicle but does move.
    2 When I place a vehicle in the other crane it's better not to move it while it gets carried around, cause at the moment I did i fell out of it.

    But because you probably tested the map a lot, you probably know these things already.
    Aye, well spotted.

    1) Yup, the movers can move without the vehicle being occupied, it's just that they won't lift it unless it's occupied.
    I could have come up with some convoluted system whereby you need 2 triggers to activate it, one being the normal use-trigger we have now, and the second being a player-proximity trigger down by the vehicle, so unless both were triggered nothing would happen, but tbh it seemed a bit too ott at the time.

    2) Ah-ha, you noticed that too? Yup, the collision can get a bit keray-zey on you if you try to drive around *at the same time* as being lifted by the grabber-buckets.
    Hopefully the new engive will handle karma collision better, but atm this is the very best you can get it afaik, I'm always willing (!) top be proven wrong tho'.

    Leave a comment:


  • replied
    I've played it for a while and have probably seen most of the map and think you've made a nice map (really like the skybox). Though there where some issues on some spots:
    1 Aegis - You say that you need two persons to get the vehicle out of its place, but I found out that after trying it a few times the crane does start moving. It doesnt lift the vehicle but does move.
    2 When I place a vehicle in the other crane it's better not to move it while it gets carried around, cause at the moment I did i fell out of it.

    But because you probably tested the map a lot, you probably know these things already.

    Leave a comment:


  • replied
    Originally posted by L4Y Duke
    Oh yeah! This is cool.

    Thanks for the final version BigJim!

    What's your next project?
    Thanks mate, glad to see you made it over here too.
    Funny you should ask - how did you *know* I had another map on the go?

    http://forums.unrealplayground.com/s...&postcount=267
    http://forums.unrealplayground.com/s...&postcount=270
    http://forums.unrealplayground.com/s...&postcount=276
    (3 single-post links @ UP)

    Leave a comment:


  • replied
    Oh yeah! This is cool.

    Thanks for the final version BigJim!

    What's your next project?

    Leave a comment:


  • replied
    looks nice and very Original fun map !

    thank you !!!
    I love this lift

    Leave a comment:


  • replied
    Plays great, especially on LAN! Love the cranes and other original features.

    Leave a comment:


  • started a topic vctf-[Men@Work] (pics/final)

    vctf-[Men@Work] (pics/final)

    The shift-horn's cry marks end of day.
    By day, the sky is turned red with shattered brick and airbourne dust. By night the ground runs red for darker reasons altogether.
    Take heart! All work and no play makes you a dull boy, so take up your tools and work up a sweat.


    Download:

    http://www.unrealplayground.com/maps...rch=Men%40work (UnrealPlayground .zip link)

    http://files.filefront.com/VCTF_MenW.../fileinfo.html (10.8mb .rar)

    http://files.filefront.com/VCTF_MenW.../fileinfo.html (13mb .UZ2 for server redirects)





    The map is a medium-sized ground map set in a mega-city style building site, surrounded by a forest of skyscrapers under a polluted, rust-orange sky.

    It's designed mainly for server regulars, by that I mean people who regularly play vctf and appreciate a bit of teamwork, I tried to provide lots of scope for VIOP/TS users to co-ordinate thier attacks - the player who takes his time and uses the map's resources instead of just running mad for the flag will have the edge over the flag-rushers (although running mad for the flag is cool also of course).



    http://img.photobucket.com/albums/v1...WorkPic6-1.jpg

    Gameplay Notes:

    * Use the map-features! There are several use-triggered objectives (bonuses might be a better word) in the map which will give you and your team an edge if used correctly.

    * The one in the middle delivers to your team the Aegis, faster and slightly more powerful Paladin - great on the offensive and retreating with the flag, but you'll need the help of a team mate to activate it and it'll leave you vulnrable for a few seconds.

    * Others might lift you up, to a particularly devious route, and some might create an easy oppertunity for a quick flag-grab. See the map-preview screenie for details.

    * Please do note: In order to make use of the vehicle-lifting cranes, the vehicle *must* be occupied at the time, leet hacksaws may quickly realise that teamwork will have to be employed at some stage.

    * Bot-pathing is present but *relatively* basic, it is not my strongest point I freely admit, but they will come for your flag & will give you a good game, in order to get yourself familiar with the map.
    If they're on Godlike of course..

    http://img.photobucket.com/albums/v1...WorkPic5-1.jpg

    http://img.photobucket.com/albums/v1...WorkPic3-1.jpg


    For those who played the beta versions;

    I've made a few changes since the last beta, and after a good amount of testing (and a few server tests for good measure) I reckon it playes much faster, better and more fun for everyone invloved.
    Changes include:

    * Upped the vehicle-count *considerably*.
    Each team now has 2 Benders and 2 Scorps at the base, plus 2 Raptors on the flanks, a Goli to the side and a Pally up-front.
    The spawn times on the heavyer vehicles are high to compensate, so beware of rushing them in to a quick death.

    The new balance of vehicles means that the team who takes time to go for the Aegis *will* have the upper hand, they can then afford to take two heavy vehicles on the attack and still leave one on defence, and by taking your vehicles up onto the enemy roof, your heavies can take out the enemy's with relative ease.

    * Improved the overall lighting, and added more team-coloured indicators along the foot routes, to help plucky footers.

    * Fixed the immortal floaty-flag problem.

    * Prettied up the terrain sections.

    * General housekeeping with collision and pickup, etc.. to accomodate the new vehicle load.

    http://img.photobucket.com/albums/v1...WorkPic1-1.jpg

    * Thanks in no small part go to Donator, for the brushes I used for the grabber buckets, that first showed up in his DM-OSR-Rockmill map, for his Lynx Vehicle, from vctf-UP-Archangel, and for a souissant of the overall style I borrowed from Archangel.

    * So too thanks to Gorzakk from Titan, who did the code-work for the Aegis vehicle, originally for his version of ONS-Minus, availible from the Titan boards.

    * Thanks also to Hourences for his IndustryX texture pack some textures of which I've used as-is, and some I've modified alongside my own textures in Photshop. Cheers!

    * Another thank you goes to 3DTexturiser of UP fame for the skybox, part of his SkyBox Bonus Pack availible from UnrealPlayground, and thanks too to Bersy from INA for the Blasting Ahead sign, an image I fear I had to mangle slightly in order to .DDS-isfy it, but take my word for it the original vector art is great.

    Hope you all have fun.
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