Hi guys!
Another one from UT4 (UT2004): Pistola 99 Battlegrounds
MENTION WORTHY CHANGES
- entirely new designed flagroom with lower level and lift behind flagstand
- flagroom connected with flak area via low route
- mid slightly smaller and adjusted to 99 gameplay
- moved armor outside, removed nomansland past armor entrance
- high route from base connected to window, accessible via lift from flak area
- added 2 small windows connecting mid <-> flak area
- moved rocket launcher to original armor room
- added ripper in original rocket (UT4) / shock (UT2004) room
- added pads above ripper room entrance (from flak area)
- small pain zone above amp in mid (so you cant stand there and hide forever)
CREDITS
- thanks to KozAnd for providing the textures
- thanks to niver for allowing me to use the barrel textures, hot stuff dude
- thanks to 21 for converting the music for me and for helping me with bot pathing
- thanks to Berserker, sAnDwiCh, Lasunii, zkyp and others for help with bug fixing and continuous feedback
We did 2 playtests in the community and it was overall well received. I tested the bots' behaviour a bit as well and they seem to use different routes as well as most of the transloc/jump spots and lifts.
If you encounter any bugs, let me know! I hope you enjoy playing this map!
DOWNLOAD
SCREENSHOTS
CTF-Pistola-99
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Avi
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CTF-Pistola-99
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Kayako
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Re: CTF-Pistola-99
Gave the map a few runs, it plays really nicely and the bots know their way around!
The combination of the very high res textures, scale, and mostly white-ish light does make the map look a little cold and sterile for UT99. But it's also giving it a very 'fresh' vibe so, I don't dislike it.
Overal a very nice map though, thanks for making and sharing!
The combination of the very high res textures, scale, and mostly white-ish light does make the map look a little cold and sterile for UT99. But it's also giving it a very 'fresh' vibe so, I don't dislike it.
Overal a very nice map though, thanks for making and sharing!
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
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a9902957@nepwk.com
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Metalfist
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Re: CTF-Pistola-99
Nice job! However I'd like it more if the lighting would have been done a bit better. It looks very flat now. In UT99 you can create a sunlight light effect and use more contrast and coronas that match the UT4 version more.
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darksonny
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Re: CTF-Pistola-99
map very sexy, but lightning is a bit...odd in some parts of the map, weak contrast in light radius. I agree with Metalfist
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Red_Fist
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Re: CTF-Pistola-99
Seems like a lot of work to me
I think the lighting can be switched from zone(s) lighting for more black.
Then check levelbrightness to compensate a little, a balance.
Just the screenshots show a more gray overlay sort of look.
Keep it close for the effect the way you wanted it, but a tad more (light-dark)
I think the lighting can be switched from zone(s) lighting for more black.
Then check levelbrightness to compensate a little, a balance.
Just the screenshots show a more gray overlay sort of look.
Keep it close for the effect the way you wanted it, but a tad more (light-dark)
Binary Space Partitioning
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Avi
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Re: CTF-Pistola-99
Thank you guys for the feedback! Lightning is indeed my weak spot in UED. I did very little zone lightning to avoid very dark areas. I usually do this on my maps.
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papercoffee
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Re: CTF-Pistola-99
try slightly coloured zone lighting.
I used a subtle dark blue zone-light in Level-info for my night maps. That way shadows where not completely black but still convincing dark.
If you have a cloudy daylight scenario in your map I suggest a slight orange or sepia zone-light for shadows.
If you have a sunny more yellow (sun) daylight, a dark cyan or bluish lighting.
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sektor2111
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Re: CTF-Pistola-99
And for paths as well... but this is CTF and the most wanted stuff are FLAGS, either way for a DM certain things are missing...
The good thing is to have some maps around, the rest of needs can be solved - it's 2025 after all.
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Red_Fist
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Re: CTF-Pistola-99
Just think 50/50 or 70/30 or 100/0
Like a shadow from a tree is not going to be total black.'''
You do a great job, but more "3D" since lighting is all our brains use to make it 3D.
Auto merged new post submitted 19 hours 15 minutes later
Just make all zone actor lighting 1 and work your way up until black level is, looks like it would actually be.
In the menu up top goto level properties and look for Brightness. and will make everything lighter,
So if you went higher on Brightness, then the black will be too washed out.
Go back to the zone actor and decrease the lighting.
Too bright - too dark extreme hurts my eyes, but yet it needs the dark enough that you don't have to strain,(dark maps I don't like)
You have it so white and black are too close,,,gray.
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