Name: CTF-Sloth
Version: Beta Release Version Two
Compatibility: UT3 v1.2.
Description: CTF-Sloth is set in downtown type environment in the middle of a very bright day.
I had the layout of the map that I drew up and I knew I wanted to give it a downtown theme.
Looking at War-Downtown for inspiration, I decided to use that as sort of a template to what the surrounding would be like. All meshes and materials are stock;
however, I exported some textures, modified and reimported them for use in the map.
Map features very tight close combat bases connected by a skyscraper complex, expressway and sewer access. If you are the open space combat type for sniping
and shock combo-ing
the outer routes are good for you and if you like the tight rocket spamming-behind-you routes, the sewer access might suit you.
I have 3 of the 4 armor classes present (Sheild belt, Helmet, and Vest), Super, Medium and HealthVials. There are several indicators that show when some power-ups are available. Just be careful when going to pick up the Super Health though.
3 of the 5 Amplifier Power-ups are also present. The Udamage, Jump boots and Berserk. The Berserk spawn alternates and you can locate the spawn points as gameplay proceeds.
Recommended number of players is 10-16.
Comments: At the moment, the alternating Berserk works great, but the Bots are having problems with it. Even GodLike Bots.
Thing is, whenever the Berserk spawns at the Alternate location, the bots don't know to go there. However, if you pick up the berserk
at said location and it respawns at the initial location, they can pick it up again. And the cycle goes on. That means for now, you are guaranteed,
at least, every alternate berserk spawn (unless you get killed of course and they pick it up when you die
).
If someone knows of a way to fix this, I'm open for suggestions. I have tried everything possible that I could think of so far, and I'm still trying.
Other than that, I've still got some work to do on the map so any bugs can please be posted and I'll get to it as soon as possible.
Betav2 Main changes include -
Added meshing deco to the sewers as well as team lighting them.
Started interior mesh deco work. The same size will be retained, however. The meshes only replaces some BSP so the overall size would be the same.
Blocking volumes about 40% done... and Did some optimizing so PS3 users should have fewer problems now. I hope.
I, however, plan to keep the interior slightly clean, mesh wise, just because of the tight feel it will have.
Added two new SS.
Still haven't found a suitable fix for the alternating power up and the bot AI. Still working on it though
Note: The file names are the same for both the PC and PS3 versions, I do this to make sure when you extract, it just replaces the previous versions.
Thank you.
Screenshots: As you may notice, I did a very bad panoramic screen shot job, but just to give an Idea or what the level looked like in 3 Screens

Betav2 Screens


Credits: As always, thanks to the guys over at #unrealed at QuakeNet. <3
Download [Both PC and PS3]: http://hosted.filefront.com/jjppzz
Version: Beta Release Version Two
Compatibility: UT3 v1.2.
Description: CTF-Sloth is set in downtown type environment in the middle of a very bright day.
I had the layout of the map that I drew up and I knew I wanted to give it a downtown theme.
Looking at War-Downtown for inspiration, I decided to use that as sort of a template to what the surrounding would be like. All meshes and materials are stock;
however, I exported some textures, modified and reimported them for use in the map.
Map features very tight close combat bases connected by a skyscraper complex, expressway and sewer access. If you are the open space combat type for sniping
and shock combo-ing

I have 3 of the 4 armor classes present (Sheild belt, Helmet, and Vest), Super, Medium and HealthVials. There are several indicators that show when some power-ups are available. Just be careful when going to pick up the Super Health though.
3 of the 5 Amplifier Power-ups are also present. The Udamage, Jump boots and Berserk. The Berserk spawn alternates and you can locate the spawn points as gameplay proceeds.
Recommended number of players is 10-16.
Comments: At the moment, the alternating Berserk works great, but the Bots are having problems with it. Even GodLike Bots.
Thing is, whenever the Berserk spawns at the Alternate location, the bots don't know to go there. However, if you pick up the berserk
at said location and it respawns at the initial location, they can pick it up again. And the cycle goes on. That means for now, you are guaranteed,
at least, every alternate berserk spawn (unless you get killed of course and they pick it up when you die

If someone knows of a way to fix this, I'm open for suggestions. I have tried everything possible that I could think of so far, and I'm still trying.
Other than that, I've still got some work to do on the map so any bugs can please be posted and I'll get to it as soon as possible.
Betav2 Main changes include -
Added meshing deco to the sewers as well as team lighting them.
Started interior mesh deco work. The same size will be retained, however. The meshes only replaces some BSP so the overall size would be the same.
Blocking volumes about 40% done... and Did some optimizing so PS3 users should have fewer problems now. I hope.
I, however, plan to keep the interior slightly clean, mesh wise, just because of the tight feel it will have.
Added two new SS.
Still haven't found a suitable fix for the alternating power up and the bot AI. Still working on it though

Note: The file names are the same for both the PC and PS3 versions, I do this to make sure when you extract, it just replaces the previous versions.
Thank you.
Screenshots: As you may notice, I did a very bad panoramic screen shot job, but just to give an Idea or what the level looked like in 3 Screens


Betav2 Screens


Credits: As always, thanks to the guys over at #unrealed at QuakeNet. <3
Download [Both PC and PS3]: http://hosted.filefront.com/jjppzz
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