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  • replied
    nice idea, but lacks a certain “je ne sais quoi”; this is a nice concept map with good graphics but it’s a fragfest with crazy jump misses, ships that need work, and too much dying during the gameplay (bots aren’t too bad though).

    http://www.unrealplayground.com/foru...o=file&id=3472

    http://www.mapraider.com/maps/?fileid=2600

    http://gamebanana.com/ut2k4/maps/46202

    http://en.serverklan.net/index.php?f...s-blazingchase

    http://unrealtournament2004.filefron...se_MSUHM;31463

    http://www.utzone.de/forum/downloads...S-BlazingChase

    http://rusut.ru/load/ut2004_karty/as...se/38-1-0-3772

    Leave a comment:


  • replied
    Originally posted by cyzmyass
    Map needs to be fixed, the triple gun ship objective is broke, often the guns seperate from the main body of the ship and just hang mid-air

    my review of the map:
    http://forums.mi5clan.com/showthread.php?p=17520
    Hey, where's Vindication on your quality maps list

    Leave a comment:


  • replied
    Well done :up: :up: . This is the ONLY map that I have found so far that openly defies my sig.

    gg.

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  • replied
    Graphically, this is a rather impressive map, matanees could use some work, but what's there is already an achievment.

    Gameplay... could be better. defending and attacking, I died way too many times due to sniping by masterful bots on the other side of the map. I think you should remove sniping weapons fromthe map and seriously sort out the botpathing so those **** bots move and don't camp like they did.

    And the platforms... ugh. Al the moving around is nice, but made for alot of suicides. Which means -1 frag every time, not good for people that like to show skill in a map, anything to helpo clear where jump pads go or make transitions more stable (I re-appeared above a moving ship, thus I died because I wasn't moving with it)

    It has the potential to be a very good map, so I hope you can work those kinks out.

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  • replied
    Very good as map

    Better bots,and this will be ownage

    10x

    Btw acc you still around???

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  • replied
    hmmm...has anyone even seen acc since this map was released? i know i haven't...

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  • replied
    Map needs to be fixed, the triple gun ship objective is broke, often the guns seperate from the main body of the ship and just hang mid-air

    my review of the map:
    http://forums.mi5clan.com/showthread.php?p=17520

    Leave a comment:


  • replied
    Originally posted by NeoPhoenix
    Lastly the transports could use some tweeking. The small ones need to be triger bases rather than time based. Because they are time based, you have no idea if the platform you are jumping to is going to take off b4 you land on it, unless you actualy saw it arrive. Fell and died that way several times.
    Why not just look at the little signs? If they say 'Transport departing', it's not safe to jump onto them. Pity the bots can't read.

    Leave a comment:


  • replied
    for me the best Assault Map.

    Great work!:up:

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  • replied
    If you could somehow make it a bit clearer what to do when, I think that would improve the map.
    I got confused on how to get from one ship to the next a few times.
    Dying and respawning confused me as well, because it took me a while to get my bearings since everything looks relatively similar.

    I like the concept and the map itself though!
    As has been said before, it could be better with a bit more tweaking.
    That's my two pence worth.

    Leave a comment:


  • replied
    Cool concept, but the jump pads, and ships need a lot of work. if you were on one of the large moving platforms at the end, the second you got shot or jumped the platform would move out from under you. I don't see why you didn't make those like any othe ship on your level?

    The jumpads missed A LOT. It seemed to do with the fact that the ships were always changing position, but if you have a destination for a jump pad the destination should not dissapere or change location. This seemed to happen the most after an objective was compleated.

    Lastly the transports could use some tweeking. The small ones need to be triger bases rather than time based. Because they are time based, you have no idea if the platform you are jumping to is going to take off b4 you land on it, unless you actualy saw it arrive. Fell and died that way several times.

    Also, the pace seems to slow down a lot at the last 2 objectives, I'm not sure if it was because my defense bots weren't as agressive, or becase it was a lot of standing around praying i don't get sniped, but if you could enhance game pay some how there, that would be aewsome :up:

    Don't jet me wrong, this map has potential to be one of the best AS maps out there, just needs some tweeking, especialy when dealing with the jump pads.

    Over all a very good AS map, and a refeshing change to the **** race maps we were plauged with in the begining of UT2004. Good job dude :up:

    Leave a comment:


  • replied
    -Loric- >> Where are the screens? Why, they're in the first post. You must be blind

    kiddailey >> Thanks for the mirror. Yay for motion sickness.

    Tola >> Well bots are really not... functional, really, although I managed to get them to do a few of the objectives. And because it's a very "open" level high level bots will smoke you real bad in some parts.
    With humans, as it should really be played, 10 minutes should be very managable. If I'm attacking, you're looking at closer to 5.

    AcidReflux >> Of course you will because you rock. :up:

    Xyx >> Yeah... bots don't do the last two. I briefly tried and failed to get them to ride the turret ship, and then had to move on to more pressing matters. May give it another shot sometime though.

    Leave a comment:


  • replied
    Cool concept! I love the way those ships cruise down that never-ending and quite varied l33t techno highway.

    I could have used some more help from my team, though. They did so-so at the start (while I fell to my death half a dozen times trying to catch an outbound ship :bulb: ). However, the final two objectives they left for poor little me to complete. Jumping from ship to ship while being shock rifled from several angles took me about 5 minutes, dodging across a huge flat surface with 3-6 Masterful bots trying to headshot me took me about 10 minutes... Good thing I had the match length set to 30 minutes!

    Of course, it took me a while to catch on to how the boarding signs worked and where I was supposed to go... but bot support in the final 30% of the map would be a good thing.

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  • replied
    I'll get this up on Wolfgaming today.

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  • replied
    *whistles* How long d'you suggest the map runs? Half an hour?

    I've never seen such a frag fest. Those bots were leaving heads all over the place. If I ever intend to see the end of it, I'm either going to have to turn the difficulty down... or play against some humans.

    Leave a comment:

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