AS-Vestige16

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AS-Vestige16

Postby ExpEM » Wed May 16, 2018 4:20 am

Recently finished off a long abandoned project, so here it is.
Supports 16 players, 4 objectives.

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Re: AS-Vestige16

Postby EvilGrins » Wed May 16, 2018 9:08 am

How's the bot-pathing?
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Re: AS-Vestige16

Postby ExpEM » Wed May 16, 2018 9:13 am

EvilGrins wrote:How's the bot-pathing?

Bot pathing is fully functional, bots will complete the map themselves if you spectate.
(I think the bots have an easier time of it, or I just suck at my own map lol)
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Re: AS-Vestige16

Postby Terraniux » Wed May 16, 2018 7:54 pm

Nice to see a new map! Good looking too! :thuup: :gj:
Will try it out soon! :mrgreen: :thuup:
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Re: AS-Vestige16

Postby UnrealGGecko » Sun May 20, 2018 10:29 am

Gave this a go. Played a 6 v 6 match with Masterful bots.

Simple layout with 2, sometimes 3 ways to reach each objective. The defence can get pretty brutal at times but with the extra path my team was able to beat it in 5:11.

Defencivly I got a bit confused with what objective I had to defend once, but nothing too bad. Enemy team reached the 3rd objective with 15 seconds to go, but we got the win somehow. :P

Map looks pretty good, no framerate drops, good balance of that :thuup:

Solid 7/10 map I'd say. Nothing stands out that much but whats there is well done.
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Re: AS-Vestige16

Postby ExpEM » Sun May 20, 2018 11:57 am

UnrealGGecko wrote:Gave this a go. Played a 6 v 6 match with Masterful bots.

Simple layout with 2, sometimes 3 ways to reach each objective. The defence can get pretty brutal at times but with the extra path my team was able to beat it in 5:11.

Defencivly I got a bit confused with what objective I had to defend once, but nothing too bad. Enemy team reached the 3rd objective with 15 seconds to go, but we got the win somehow. :P

Map looks pretty good, no framerate drops, good balance of that :thuup:

Solid 7/10 map I'd say. Nothing stands out that much but whats there is well done.


Glad you like it! My objective was to make a level that fits with the standard UT assault maps, any changes you would recommend?
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Re: AS-Vestige16

Postby UnrealGGecko » Sun May 20, 2018 7:54 pm

Probably change up some of the objectives a bit. Kept thinking I was going through computer A to computer B. :noidea
"NHL Rock The Rink" (PS1) announcer wrote:...And there are no stunt doubles in this game, folks!

My work for UT99: Counter-Strike VP, MaleOne+ & FemaleOne+ voicepacks (NEW!), DM-XC-NaliTreeV2 (from the ut99.org Xmas Contest mappack), my small spec of files at Google Drive

List of console converted maps, models & more!
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Re: AS-Vestige16

Postby papercoffee » Mon Jun 18, 2018 2:26 am

:gj: Really nice map.
The only thing I would criticise ...the submarine boat, it's a bummer that this huge object isn't used for the last section and is just decoration for that ship yard.
For the attacker it's very simple and straight. The defender have to get the layout of the map first which can be an disadvantage in the first 5 minutes. But after that is it really cool to have so many options to encounter the opposing team. :tu:
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