Name:WAR-Beachfront
Version:Version 1.4 (Updated)
Compatibility: Made with Patch 1.3.
Description:
Hey everyone,
Even though this map was completely finished about 3 weeks ago, I wanted to put it through a final round of testing before I felt it was worthy of being posting here. People who've followed the Make Something Unreal Contest may have already tried out version 1.0, but since then I've incorporated a significant number of changes based on user feedback and various bug reports. So, Without further ado, let's get into the details:
One of the things I kept in mind whilst designing the map was the many common UT3 complaints that I heard. Such as "UT3 maps are dark" or "gloomy" or "terribly blurry". I decided to tackle this misconception head-on and envisioned my map as an ideal day at the beach: bright, sunny, and clear!

It’s design was inspired by both Battlefront (a personal favorite) WAR-Islander (a bit) and also ONS-Islandhop. Creating the map turned out the be a huge challenge for a variety of reasons; partly because there’s so many more new things to do in Warfare maps over ONS, but also because, as you may have noticed, UT3 stock maps are totally devoid of tropical foliage and materials!
I actually had to go back to 2k4, grab a bunch of tropical textures, and then “upgrade” them for use in UT3 (normal maps, etc). I see now that many other mappers have done the same
.

In terms of gameplay, I drew upon the aspects of Onslaught that people found fun: sizeable/epic battlefields (but not too big ), minimal spamminess, decent node count, avoiding of choke nodes, etc.

The map is designed with grand battles in mind, and requires a good balance of defense and offense. Players more keen on fast-paced action will get plenty of it on offense, meanwhile, players who prefer a more “measured” pace, can play an important role on defense.

I also added some “goodies” in the map. The cores for example, as they become more damaged, the entire core facility itself starts to show it, not just the core itself. Conduits burst into flames, sparks spew from overhead electrical circuitry, control panels and alarms emphasize the direness of the situation. Also, to mix things up, I scripted a retro 2k4-style core explosion with the movable camera (instead of the fixed animation) so you can look around and see who’s nearby as the core overloads and explodes.

However, don’t think this is simply Onslaught in Warfare’s clothing. The map has a large variety of deployables and powerups hidden throughout the whole map. There are EMPs to help deal with the tanks, a spider mine trap to help with defence, a helmet to help make it past snipers, Invisibility for sneaky stealth attacks, Beserk, double-damage, and of course jump boots to help you get some of these harder-to-get-to powerups. Also, there’s a nightshade hidden on the map (1 per side) that will help with defence, offense, and sneaky stealth attacks. Each core also has an Orb dispenser to help a failing teams make a comeback. I strived to apply the best aspects of both ONS and Warfare to create a map that’s still UT3, but doesn’t forget its fundamentals .
Finally, I tried to provide a diverse battlefield so that, regardless of your favourite style of gameplay, there’s something for you .

Dense jungles: Too dense for vehicles, proceed on foot!
Central hills and grassland: Use the hills for cover, if you get caught out in the open, feign death to hide amongst the grass- it’s tall enough to hide you, but short enough for you to see over! Great for unsuspecting ambushes on passing players from behind. Works in the jungle too!
Beaches: Ever fought for a node underwater? It’s pretty crazy . Shock rifle and minigun are particularly useful here.
Indoor areas: Put your DM skills to use here!

Anyways, hope people enjoy it. Any feedback (good or bad but hopefully constructive) would be awesome ! Hopefully, Warfare players will have a new map to look forward to on the servers soon .
Download: (latest version: 1.4)
PC:
http://files.filefront.com/13477143
PS3:
http://files.filefront.com/Beachfron.../fileinfo.html
Version:Version 1.4 (Updated)
Compatibility: Made with Patch 1.3.
Description:
Hey everyone,
Even though this map was completely finished about 3 weeks ago, I wanted to put it through a final round of testing before I felt it was worthy of being posting here. People who've followed the Make Something Unreal Contest may have already tried out version 1.0, but since then I've incorporated a significant number of changes based on user feedback and various bug reports. So, Without further ado, let's get into the details:
One of the things I kept in mind whilst designing the map was the many common UT3 complaints that I heard. Such as "UT3 maps are dark" or "gloomy" or "terribly blurry". I decided to tackle this misconception head-on and envisioned my map as an ideal day at the beach: bright, sunny, and clear!

It’s design was inspired by both Battlefront (a personal favorite) WAR-Islander (a bit) and also ONS-Islandhop. Creating the map turned out the be a huge challenge for a variety of reasons; partly because there’s so many more new things to do in Warfare maps over ONS, but also because, as you may have noticed, UT3 stock maps are totally devoid of tropical foliage and materials!



In terms of gameplay, I drew upon the aspects of Onslaught that people found fun: sizeable/epic battlefields (but not too big ), minimal spamminess, decent node count, avoiding of choke nodes, etc.

The map is designed with grand battles in mind, and requires a good balance of defense and offense. Players more keen on fast-paced action will get plenty of it on offense, meanwhile, players who prefer a more “measured” pace, can play an important role on defense.

I also added some “goodies” in the map. The cores for example, as they become more damaged, the entire core facility itself starts to show it, not just the core itself. Conduits burst into flames, sparks spew from overhead electrical circuitry, control panels and alarms emphasize the direness of the situation. Also, to mix things up, I scripted a retro 2k4-style core explosion with the movable camera (instead of the fixed animation) so you can look around and see who’s nearby as the core overloads and explodes.

However, don’t think this is simply Onslaught in Warfare’s clothing. The map has a large variety of deployables and powerups hidden throughout the whole map. There are EMPs to help deal with the tanks, a spider mine trap to help with defence, a helmet to help make it past snipers, Invisibility for sneaky stealth attacks, Beserk, double-damage, and of course jump boots to help you get some of these harder-to-get-to powerups. Also, there’s a nightshade hidden on the map (1 per side) that will help with defence, offense, and sneaky stealth attacks. Each core also has an Orb dispenser to help a failing teams make a comeback. I strived to apply the best aspects of both ONS and Warfare to create a map that’s still UT3, but doesn’t forget its fundamentals .
Finally, I tried to provide a diverse battlefield so that, regardless of your favourite style of gameplay, there’s something for you .

Dense jungles: Too dense for vehicles, proceed on foot!
Central hills and grassland: Use the hills for cover, if you get caught out in the open, feign death to hide amongst the grass- it’s tall enough to hide you, but short enough for you to see over! Great for unsuspecting ambushes on passing players from behind. Works in the jungle too!
Beaches: Ever fought for a node underwater? It’s pretty crazy . Shock rifle and minigun are particularly useful here.
Indoor areas: Put your DM skills to use here!

Anyways, hope people enjoy it. Any feedback (good or bad but hopefully constructive) would be awesome ! Hopefully, Warfare players will have a new map to look forward to on the servers soon .
Download: (latest version: 1.4)
PC:
http://files.filefront.com/13477143
PS3:
http://files.filefront.com/Beachfron.../fileinfo.html
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