New map CTF Orbiting World's ALPHA test
New map CTF Orbiting World's ALPHA test
https://db.tt/8t0VSHVN <------- DOWNLOAD LINK ! Updated!
After rediscovering UT99 i thought i would make a few maps. This one is a Large-ish CTF level. Loosely based on CTF face, similar sort of theme (it was one of my favourite maps back in the day) I've stollen the skybox and a few other decorative bits (laziness!)
-Tom
Last edited by Eviltom on Sat Jul 16, 2016 10:42 pm, edited 2 times in total.
- rizbef
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Re: New map CTF Orbiting World's ALPHA test
Is the download supposed to be a map? The link is for a notepad file full of code, it looks like.
Re: New map CTF Orbiting World's ALPHA test
I uploaded it to drop box. First time iv done it to be honest so not sure why it hasnt woked. Any better places to upload and share? Dont have my own web space at the momentrizbef wrote:Is the download supposed to be a map? The link is for a notepad file full of code, it looks like.
Last edited by Eviltom on Fri Jul 15, 2016 10:56 pm, edited 1 time in total.
Re: New map CTF Orbiting World's ALPHA test
Updated
Last edited by Eviltom on Sat Jul 16, 2016 10:44 pm, edited 1 time in total.
- rizbef
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Re: New map CTF Orbiting World's ALPHA test
Fixed, thanks!Eviltom wrote:Uploaded as a zip file. Looks like it's worked.
zip file https://db.tt/GdkFVMdJ
unr file https://db.tt/x5mDcxcw
Played a few rounds... things I noticed,
The portals are one-way, correct? I left through one thinking I'd be able to go back, so I didn't get a chance to get any weapons that may have been there.
Also, the bots don't protect the flag very well They seem to hang around the side hills rather than near the actual flag, making it very easy for the other team to come from the other side and take it
Still playing though. Haven't figured out how to reach the floating platform, or located a few of the weapons yet (possibly in the spawn point I missed). Redeemer seemed a bit easy to get, though
Re: New map CTF Orbiting World's ALPHA test
the bots seem very keen to protect that hill! Will have to move the defence points around. I added the Redeemer as I thought the map needed one, going to move it somewhere a bit more out of the way. Still toying with making the portals 2 way. Thanks for the feedbackrizbef wrote:Fixed, thanks!Eviltom wrote:Uploaded as a zip file. Looks like it's worked.
zip file https://db.tt/GdkFVMdJ
unr file https://db.tt/x5mDcxcw
Played a few rounds... things I noticed,
The portals are one-way, correct? I left through one thinking I'd be able to go back, so I didn't get a chance to get any weapons that may have been there.
Also, the bots don't protect the flag very well They seem to hang around the side hills rather than near the actual flag, making it very easy for the other team to come from the other side and take it
Still playing though. Haven't figured out how to reach the floating platform, or located a few of the weapons yet (possibly in the spawn point I missed). Redeemer seemed a bit easy to get, though
Re: New map CTF Orbiting World's ALPHA test
Interesting map, good to see something new. Just to note, there is an invisible barrier/wall just before the step up in the terrain
- EvilGrins
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Re: New map CTF Orbiting World's ALPHA test
Okay, I'm not gonna get a chance to take a look at this until Monday, probably, but from screenshots it's looking pretty sweet.
I usually ask about bot support but you've got a mention on that. Direct pathing is okay, shortest distance between 2 points and all that, but a bit more variety is good too. Like when a bot is knocked away from a direct path... does it just sit there or does it find it's way back?
Looking forward to giving this a go when I can.
I usually ask about bot support but you've got a mention on that. Direct pathing is okay, shortest distance between 2 points and all that, but a bit more variety is good too. Like when a bot is knocked away from a direct path... does it just sit there or does it find it's way back?
Looking forward to giving this a go when I can.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: New map CTF Orbiting World's ALPHA test
EvilGrins wrote:Okay, I'm not gonna get a chance to take a look at this until Monday, probably, but from screenshots it's looking pretty sweet.
I usually ask about bot support but you've got a mention on that. Direct pathing is okay, shortest distance between 2 points and all that, but a bit more variety is good too. Like when a bot is knocked away from a direct path... does it just sit there or does it find it's way back?
Looking forward to giving this a go when I can.
The bots work fine everywhere has paths but when uninterrupted and left to thier own devices they tend to ignore some routes as they seem to favour the shorter route.
Re: New map CTF Orbiting World's ALPHA test
Played it a few times and the other thing I noticed is that bots don't always leave the space barges, which makes for a somewhat uneven contest in some games.
- sektor2111
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Re: New map CTF Orbiting World's ALPHA test
And not only visual. Actually some invisible BSP error barrier blocked me...Eviltom wrote:texturing/lighting not finished. A few geometry issues but only visual
at the moment
[attachment=0]BadSpot.JPG[/attachment]
But you can remember default CTF maps, ALSO NO PathNodes on an InventorySpot because might cause stucked Pawn and if you look around forum you'll see stuff for CTF in purpose to switch paths.Eviltom wrote:basic bot support. I could do with some advice or a tutorial on more advanced bot pathing, the bots seem to favour the shortest route. I'm sure there is a way to change this but I can't remember!
Higor did some stuff for CTF else if that is too complex look for Mylevel stuff a la PathSwitcher and so on.
Re: New map CTF Orbiting World's ALPHA test
Iv already moved the spawn points out of the barge and spead them out around the flag base.This seems to have helped the bots move aroud the level a LOT better! I may just keep the 1 portal behInd the flag base and make it 2 way. Then the barge could be a more defencive/sniping position, Perhaps that's where the redeemer could live? I will upload a newer version tonight with these changes.OjitroC wrote:Played it a few times and the other thing I noticed is that bots don't always leave the space barges, which makes for a somewhat uneven contest in some games.
******Merged****** by Dr.Flay
I thought i had cured that bsp error!. I will to have another go! Thanks for the advice on pathing. I will have a dig through the forums and see what i can find!sektor2111 wrote:And not only visual. Actually some invisible BSP error barrier blocked me...Eviltom wrote:texturing/lighting not finished. A few geometry issues but only visual
at the moment
[attachment=0]BadSpot.JPG[/attachment]But you can remember default CTF maps, ALSO NO PathNodes on an InventorySpot because might cause stucked Pawn and if you look around forum you'll see stuff for CTF in purpose to switch paths.Eviltom wrote:basic bot support. I could do with some advice or a tutorial on more advanced bot pathing, the bots seem to favour the shortest route. I'm sure there is a way to change this but I can't remember!
Higor did some stuff for CTF else if that is too complex look for Mylevel stuff a la PathSwitcher and so on.
Last edited by Dr.Flay on Sun Jul 17, 2016 11:49 pm, edited 1 time in total.
Reason: Double post
Reason: Double post
Re: New map CTF Orbiting World's ALPHA test
https://db.tt/8t0VSHVN
new version. Players no longer spawn in the barge but are spread out around the flag base... This has improved bot performance big time, and made it a lot more fun to play. Invisible Bsp wall fixed by completely changing that part of the map!
Barge now has only one portal (behind the flag base) but is 2 way and the barge is now has a sniper rifle and redeemer.
Still a few visual glitches. Lighting/textures arnt finalised. Bots work well but I need to add a few translocator points etc.
new version. Players no longer spawn in the barge but are spread out around the flag base... This has improved bot performance big time, and made it a lot more fun to play. Invisible Bsp wall fixed by completely changing that part of the map!
Barge now has only one portal (behind the flag base) but is 2 way and the barge is now has a sniper rifle and redeemer.
Still a few visual glitches. Lighting/textures arnt finalised. Bots work well but I need to add a few translocator points etc.
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Re: New map CTF Orbiting World's ALPHA test
Very cool Eternally grateful for folks like you keeping this game/community alive. Will D/L as soon as I get the chance!
- Dr.Flay
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Re: New map CTF Orbiting World's ALPHA test
Please refrain from double-posting without good reason Eviltom.
You can see our position on this if you read the house rules (in my sig).
We discourage double posts within a 24 hour period. We allow users to edit all previous posts, and encourage you to carry on from where you left off, by adding an edit marker or not (I usually add *****EDIT****).
We allow some multi-posting if it helps to break a release thread into more useful chunks.
eg. within this thread started by you, I combined your answers to other people, but left your update post alone.
It make the thread clearer to find content from conversation, especially when using the site search.
You can see our position on this if you read the house rules (in my sig).
We discourage double posts within a 24 hour period. We allow users to edit all previous posts, and encourage you to carry on from where you left off, by adding an edit marker or not (I usually add *****EDIT****).
We allow some multi-posting if it helps to break a release thread into more useful chunks.
eg. within this thread started by you, I combined your answers to other people, but left your update post alone.
It make the thread clearer to find content from conversation, especially when using the site search.
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ChaosUT https://chaoticdreams.org
Your Unreal resources: https://yourunreal.wordpress.com
The UT99/UnReal Directory: https://forumdirectory.freeforums.org
Find me on Steam and GoG