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VCTF-TrainCrossing[PC][PS3][Pics]

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    VCTF-TrainCrossing[PC][PS3][Pics]

    Name:VCTF-TrainCrossing
    Version:1.1

    Make Something Unreal Contest Winner: 2nd place for "Best New Vehicle CTF Level" (Phase 2)

    Compatibility: Made with Patch 1.3. PS3 version is available.

    Description:
    Hey everyone,

    Given the latest trend of increasing popularity for VCTF over the other game-types, I felt the time was right to implement an ambitious VCTF map design that I had rattling around in my head for the past little while. “Ambitious” turned out to be an understatement as I was so rushed for the MSU phase 2 deadline that I almost didn’t make it . I’ve taken the past few days here to tidy it up a little bit, as the MSU version had several unfortunate bugs that I missed.



    Visually, I wanted to give the feel of an early morning, day-just-getting-started, kind of atmosphere (which is funny because I’m totally not a morning person). Naturally, similar to my approach with WAR-Beachfront, I tried my best to avoid the blur and haziness that permeates many of the stock UT3 maps. As most players will point out that, while those effects make for good screenshots and trailers, they are not very conducive to gameplay.



    In terms of layout, the map is essentially a small coastal town bisected by a large river. A bridge to the north provides the main method for crossing the river, but it’s definitely not the only way to get across. One of the new concepts I wanted to introduce in this map was the incorporation of Interp actors (i.e. moving meshes) to a larger extent to show what the UE3 engine is truly capable of. Approximately every minute, a river barge takes cargo,( and potentially players) from one side of the river to the other (listen for the loud ship horn and text notification to announce when it is about to depart).



    Also, high-speed trains arrive at the train stations every minute or so (at slightly longer intervals than the barge) and can also be ridden (on the rooftops) from one side of the map to the other. While the trains are much faster for getting across the map, being on the rooftop leaves you much more exposed to enemy fire. As a clever strategy, consider placing the nearby shield generator deployable on the roof of the train render yourself immune to enemy fire (this is a particularly effective strategy if you happen to be carrying the enemy flag! ). Alternatively, you can ride on the rear windshield (crouched, ideally) to use the train itself as cover and make the Train Crossing in a safe manner. In general, flag carriers here will benefit greatly from clever planning, careful timing, and creative strategizing.



    Lastly, swimming across the river (while not particularly fast) is an effective stealthy approach to infiltrate the enemy half of the map. Players who swim to the island in the centre will find an invisibility powerup which will make the second half of the trip (the more dangerous half, naturally) go undetected. Swimming also offers the advantage of the enemy team not knowing where exactly you are going to show up. Finally, even though the manta and Cicada can sail over the water with no difficulty, don’t forget that land vehicles travel just as fast underwater as they do on land, and water damage is minor in UT3. The scorpion in particular, is a fast one-way trip across the water (not that you could use it on the return trip anyways if you’re holding the flag ).



    For building design, I focused on making the area around the flag difficult to camp. Land vehicles are prevented from entering the flag room and the wide array of access points to the flag also make it difficult to guess where the enemy may strike from. The best way to protect the flag is to actually guard the coastline and keep enemy players out of your side of the map in the first place. Long-time VCTF veterans will be pleased to know that the map has an abundant supply of avril ammo (no need to kill yourself just to get a full avril again *cough* Suspense *cough*) The map also has jump boots (2 per team) making for exciting chases across this very multi-layered town with plenty of Z-action.



    Well, I hope you enjoy the map’s many innovations and intricacies. I must warn you that, unlike WAR-Beachfront, it's definitely going to take some time to learn this map's layout (particularly near the flag) so consider flying around in "Spectator Mode" to get a good feel for the map before going all-out.

    Any feedback, positive or negative (but hopefully informative) is appreciated!

    Download:
    PC:
    http://www.filefront.com/15362609/VC...rossing1.1.zip
    PS3:
    http://www.filefront.com/15362707/TrainCrossingPS3.zip/

    #2
    Looks great D/L now

    Comment


      #3
      Looks awesome, d/l now, try to squeeze some comments in in abit

      Comment


        #4
        wow looks really nice !

        play right now !

        Comment


          #5
          Played, had a few large performance problems, but is probally just my pc... have trouble with other lvls too. Sorry cannot comment on gameplay.

          Comment


            #6
            Looks awesome, will give a look.

            Comment


              #7
              this map is awesome the train and the ship too get too the enemy base its a great idea whe i am at the ship and jump i jump backwords

              Comment


                #8
                Yeah, that's one unfortunate limitation of the UT3 physics engine; when you jump you don't retain any of your horizontal momentum (yet it works for vertical momentum, strangely enough, blame the coders ) so when you jump straight up on the boat, you'll land further down the boat because the engine doesn't keep you moving forward with the boat during the jump.

                Comment


                  #9
                  too bad it can be fix but it not a big deal this map is great i say it come close too suspence maby it better lol

                  Comment


                    #10
                    i noticed while on the bridge, in the caves, there is some flickering blue going on while your far away from it, but when you get closer it dissapears, dont know if its my comp, but you may want to have a look.

                    Comment


                      #11
                      Screenies look great.
                      Seeing that Beachfront was quite a fun map I'll definately give this one a try!

                      Edit: Map is tops! 5 stars!!

                      Comment


                        #12
                        Looks great, downloading now!

                        Comment


                          #13
                          Great level - I love the concepts of the boat and train for transportation.
                          Thanks for the PS3 cook - it works fine, and I really enjoyed playing this.

                          Comment


                            #14
                            Played this some more in the PS3 version. Other than the usual PS3 issue of disappearing and reappearing LOD on some ground textures (in this case, the boat floor), it looks and plays pretty well. There was a framerate issue at one point when I was on the boat pulling into the red port, looking across the bay. Also, I notice bots do tend to get stuck trying to jump on top of the garden fountain a bit too much.

                            That being said, this is a very memorable map. Three main routes- a traditional bridge, and two routes for those with the patience to wait for the train or boat- and air raid capabilities. Stealing the flag, bouncing to the rooftops, and catching the boat just as it leaves is as memorable an escape (and adrenaline rush) as you could ask for. It's also nice and bright. So you did Beachfront, too, eh? Another great map. Thanks for this one.

                            Comment


                              #15
                              Hey, we're working on putting together a VCTF map party containing all the submissions for Phase 2 of the MSUC. We have the version you've uploaded for the contest. If there is a newer version available, please let me know, as we'd rather include the most up-to-date versions of maps. If you need any time, or help testing, or whatever, let me know that too!

                              Comment

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