I haven't tested them yet, so you know:
· https://www.utzone.de/forum/downloads.p ... le&id=4648
· https://www.utzone.de/forum/downloads.p ... le&id=4647
2 new CTF maps from UTzone!
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2 new CTF maps from UTzone!
· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: 2 new CTF maps from UTzone!
Yes thanks for the links - don't often check there.
A quick word on BadBrothers20233 - don't expect a big map. Check it well before you play, particularly if you want to play with bots - (Red Player starts next to the Blue Flag and vice versa probably, a number of item pick up failures, unbalanced number of playerstarts, etc, etc). Also rooms linked by teleporters that you don't need to go to. OK if you like mayhem in a confined space. Sorry for the negativity but ...
A quick word on BadBrothers20233 - don't expect a big map. Check it well before you play, particularly if you want to play with bots - (Red Player starts next to the Blue Flag and vice versa probably, a number of item pick up failures, unbalanced number of playerstarts, etc, etc). Also rooms linked by teleporters that you don't need to go to. OK if you like mayhem in a confined space. Sorry for the negativity but ...
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Re: 2 new CTF maps from UTzone!
What ? Um... Nah. PlayerStart in void ? Is this EPIC or a new fancy method to drop Player away ?
2023 maps
2023 maps
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Re: 2 new CTF maps from UTzone!
CTF-Trench looks pretty fun (even though there's already a map with that name...), but how is it with bots?
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Re: 2 new CTF maps from UTzone!
Something like this...
Code: Select all
NoIncomingPath: AlternatePath10 is not having incoming connections.
NoIncomingPath: AlternatePath15 is not having incoming connections.
NoIncomingPath: AlternatePath14 is not having incoming connections.
NoIncomingPath: AlternatePath1 is not having incoming connections.
NoIncomingPath: AlternatePath16 is not having incoming connections.
NoIncomingPath: AlternatePath7 is not having incoming connections.
NoIncomingPath: AlternatePath11 is not having incoming connections.
NoIncomingPath: AlternatePath13 is not having incoming connections.
NoIncomingPath: AlternatePath19 is not having incoming connections.
NoIncomingPath: AlternatePath20 is not having incoming connections.
NoIncomingPath: AlternatePath21 is not having incoming connections.
NoIncomingPath: AlternatePath22 is not having incoming connections.
NoIncomingPath: AlternatePath5 is not having incoming connections.
NoIncomingPath: AlternatePath8 is not having incoming connections.
NoIncomingPath: AlternatePath2 is not having incoming connections.
NoIncomingPath: AlternatePath9 is not having incoming connections.
NoIncomingPath: InventorySpot44 -> UDamage0 is not having any incoming connection...
...
LostData: ________________________________________________________________
LostData: ReachSpecs missing from Paths[0-15] = 154.
LostData: ReachSpecs missing from upStreamPaths[0-15] = 85.
FixedWithSuccess: ReachSpecs successfully attached = 236.
FixFailures: ReachSpecs attaching failures - probably no place = 3.
LostData: ________________________________________________________________
And then...
Code: Select all
...
...
Flaws: There were 544 attempts to reach at inventories.
Code: Select all
PathsDebug: Route Available from FlagBase1 to FlagBase0 moving through 15 Paths roaming 8134 UU.
The rest looks customized somehow, probably access at Flags are restricted based on some timers - maybe Bot runs in door or not - it's not like I'm curious to launch it for run-time details...
The other old CTF-Trench from 2001 is a bit better in pathing chapter... but... only trenches are pathed not areas from outside.
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