Name: CTF-McKinley_Base
Version: Beta 2
Compatibility: v2.0
Description: Remake of the classic Quake CTF map.
Credits: David "Zoid" Kirsch
DOWNLOAD (9,94 MB)
Video of the map in action (YouTube / 5m 03s)
[shot]http://imk.cx/pc/ut3/screenshots/t_CTF-McKinley_Base_Beta2_1.png[/shot]
Larger Version (1 920 x 1 080, 1,62 MB)
[shot]http://imk.cx/pc/ut3/screenshots/t_CTF-McKinley_Base_Beta2_2.png[/shot]
Larger Version (1 920 x 1 080, 2,83 MB)
[shot]http://imk.cx/pc/ut3/screenshots/t_CTF-McKinley_Base_Beta2_3.png[/shot]
Larger Version (1 920 x 1 080, 2,51 MB)
There are plenty of issues with the map currently. I have a lot on my todo list for this map, so plenty of the issues you will encounter on this map are already known. I would like feedback, comments, criticism, tips, etc. on how to improve this.
I have reference shots of the original Quake map here.
What Still Needs Fixed/Implemented:
History:
Beta 2 (2009 April 15):
Beta 1 (2009 April 12):
Feedback is appreciated. Thanks.
Version: Beta 2
Compatibility: v2.0
Description: Remake of the classic Quake CTF map.
Credits: David "Zoid" Kirsch
DOWNLOAD (9,94 MB)
Video of the map in action (YouTube / 5m 03s)
[shot]http://imk.cx/pc/ut3/screenshots/t_CTF-McKinley_Base_Beta2_1.png[/shot]
Larger Version (1 920 x 1 080, 1,62 MB)
[shot]http://imk.cx/pc/ut3/screenshots/t_CTF-McKinley_Base_Beta2_2.png[/shot]
Larger Version (1 920 x 1 080, 2,83 MB)
[shot]http://imk.cx/pc/ut3/screenshots/t_CTF-McKinley_Base_Beta2_3.png[/shot]
Larger Version (1 920 x 1 080, 2,51 MB)
There are plenty of issues with the map currently. I have a lot on my todo list for this map, so plenty of the issues you will encounter on this map are already known. I would like feedback, comments, criticism, tips, etc. on how to improve this.
I have reference shots of the original Quake map here.
What Still Needs Fixed/Implemented:
- Behemoths do not fit well anywhere except in the main bases
- Bots do not really use the underwater passage
- Bots get stuck in the water at the middle
- Optimize bot paths more
- Hidden door lighting needs blended more
- Lighting and shadows need tweaked
- Blue/Red Flag dynamic light leaks into hidden room underneath
- Underwater tunnels need a better material and material alignment
- Lightmaps for everything, except static meshes, are set to 16.0
- Lightmaps need optimized
- Create a flythrough
- Adjust audio reverb per room
- Find a way to disable portal exit sound
- Some of the music tracks will play, but eventually all music will stop playing altogether--even with the concurrent count set to 999
- Crates in lower-level of blue base still have red emissive glow
- Bots are retarded in Greed mode
History:
Beta 2 (2009 April 15):
- Added blocking along base walls
- Added more lights on the stairs
- Replaced jump pads with lifts
- Added doors for the hidden areas
- Added static mesh tiles to the Link Gun platform
- Shrunk the platform width that the Bio Rifle sits on
- Removed partial floor brush in the base and extended the large brush to cover it (Hopefully this removes the white line that appeared before)
- The music plays but there are issues; see below
- Fixed various texture alignment issues
- Optimized the bot paths some
- Adjusted color of the water to reflect the blue tint when underwater
- Shrunk almost all overhead lamps to 0.5
- Since the level is subtractive, I shrunk the outside brush to the level size
- Extended blocking brushes at both base entrances to prevent behemoth from roaming freely
- Added map preview image
- Added translocator paths to help bots find alternative routes to places
Beta 1 (2009 April 12):
- Initial Release
Feedback is appreciated. Thanks.

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