BLC-CaveIn

>> Monday, May 10, 2004

Trapped!! Mining for gold was a common career in the old West, and unfortunately Mother Earth doesn't always like people playing around where she doesn't expect them. The action is fast and furious in this small cave, but at least you have teammates to help you through it.

While one of my more quickly-built boards, I personally find this one very satisfying, especially in a local LAN game of about 6 people. This map came to be in an interesting fashion, too: I was assigned to fix problems in the map of another team member on the Badlands mod, Chino, because his computer crashed and he was no longer able to do so.

Frankly, I got carried away! Chino's map was a battle in an old mine, and I tried very, very hard to create an underground mine track with roller-coaster style mine carts. Sadly, this is (for the most part) beyond the abilities of the Unreal engine. There ARE ways of getting it done, but without significant coding, none of the methods are satisfactory.

That being said, I decided to "destroy" the mine track by caving in the arena it was in. However after talking about it with the team, I decided my addition should truly be a map of its own. Chino was fine with leaving it in, but it really did wind up being for the best, especially after I turned Cave-In into a Capture-the-Flag board. It's quick, it has moody lighting, and it's non-stop fun. A good work.

Once the Badlands mod is released, which should be a few days from this writing, you'll be able to test this level out for yourself. News Flash! Unreal Badlands is available, so this map is, too! Go download it!!


Gusher
Posted: Monday, December 27, 2004 3:40:08 PM
Rank: Member
Groups: Member, Winkies

Joined: 7/6/2004
Posts: 19
Location: United States
I have to see this one on LawDogs Mod......heh heh heh

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BLC-RattlesnakeBend

The first Badlands board to make water a positive factor, you can hop in and swim downstream to help capture the flag -- without worrying about being shot at from above. This here's a beautiful moonlight war between some moonshiners and a band of Indians.

Team cannons point downstream on each side, making the getaway a little hazardous. But, with a Sharps shooter backing you up, you can make the run! And if you don't have teammates you can depend on, jump into the river and let yourself get carried away by the current!

Note: This map was never released with the Badlands mod.



Download HERE (You must have the Unreal Badlands mod to play!) This is pretty much a silent release since Badlands development is no longer continuing, however, this is the best map I created for it, IMHO.



Gusher
Posted: Monday, December 27, 2004 3:37:16 PM
Rank: Member
Groups: Member, Winkies

Joined: 7/6/2004
Posts: 19
Location: United States
Hope to see this version for Lawdogs Mod on UT2004!.......... *bang**bang**bang*


winkyboy
Posted: Monday, January 03, 2005 2:38:48 PM

Rank: Administration
Groups: Administration

Joined: 5/10/2004
Posts: 242
Location: United States
I started working on some terrain for this today... No definitive schedule ATM, but it's begun! Message me if you think there should be some set schedule!

[12/25/07: This map has been released for LawDogs UT2004]

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Just Add Jets

There are a few boards I stumbled across that I really enjoyed, and felt I could tweak to make a little bit better - so here they are. Note, all the original maps are also included in these zip files:

CTF: Metro StreetJets A modification of CTF-Metropolis][, This doubles the size of the map and adds Jets

CTF: Mattel Jets 2 More of a simplification of the Mattel Fighter Jets board, since this one already had jets to begin with.

CTF: LongSword Minor tweakings for smoother gameplay, including the addition of the sniper rifle. Based on CTF-LongRun

LavaGiant Jets Addition of jets to Lava Giant

Frogger Lite CTF-Frogger minus much of the unnecessary garbage that disturbed gameplay and framerate. It still needs a good machine to play

Jets Collection I simply added jets to the following boards: CTF-Bedrooms][, CTF-Kingdom, CTF-ProjectX, etc.

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Route66

Get yer motor runnin' on Route66! Leap from car to car and hang on the sides of semis as the asphalt races by under your feet! If that wasn't enough to worry about, the other team will be aiming for you as they try to steal what's yours.

While this is probably my last map using Unrealed 2.0 (see my previous post about feeling stuck), I feel this is a rather original concept that delivers on fun. I'll be releasing this bad boy "PDQ" pending on a couple more beta reviews.


Originally I had wanted to make ALL of the cars into movers, so that the course of the map would literally change as you played the game. This is still a concept that I may try to implement in UT2k3. You just don't see maps like that, as a friend of mine was telling me recently; most maps are like static stages, where you perform but can't interact.

I'm also working on optimizing this - you may notice wheels missing here and there -- if you wind up somewhere you're not supposed to be, which is still possible. Don't mind that, please, as it's an attempt to make the game as playable as possible. You probably won't ever notice any of this weirdness.

Gentlemen, start your engines...

Download Here

Email me if you'd be interested in the TacOps 2.2 version of this map!



[Previous Discussion]


4/5/2003 9:14:32 AM (Gusher)
Nice map WinkyBoy....I acutally thought it was the version for UT2003.


4/5/2003 5:25:40 PM
No, sorry Gusher! (But hey, welcome to my site!) At least, I'm officially (probably) never touching Ued2 after this. I've got a couple of Ued3 things going on now, and as this map can attest things just move at their own pace. I think I'm done with this one completely, but right now I might swap out one texture before sending it to the public. (I made a parody "Mac Switcher" ad that has a picture of a co-worker of mine in it. (She made a "I like macs" ad with my pic in it, as she's an avid Mac user and I'm definitely not) I haven't gotten around to asking her if she minds being in the board - I think that's something necessary to ask - so I might just remove it. But it sure is funny to have it in Grins )

I'll let you know when you can look at this though!


4/5/2003 5:36:17 PM
Any discussion about the new CTF-Route66 is welcome here.



4/5/2003 6:03:21 PM
Quote:
Originally written by Administrator on 2003-04-05 5:25 PM

No, sorry Gusher! (But hey, welcome to my site!) At least, I'm officially (probably) never touching Ued2 after this. I've got a couple of Ued3 things going on now, and as this map can attest things just move at their own pace. I think I'm done with this one completely, but right now I might swap out one texture before sending it to the public. (I made a parody "Mac Switcher" ad that has a picture of a co-worker of mine in it. (She made a "I like macs" ad with my pic in it, as she's an avid Mac user and I'm definitely not) I haven't gotten around to asking her if she minds being in the board - I think that's something necessary to ask - so I might just remove it. But it sure is funny to have it in Grins )

I'll let you know when you can look at this though!


No, don't remove the parody. I think it would be interesting and fun and of course still have the CTF-KitchenSink2003 in my mind.......




4/7/2003 10:45:46 AM
Say, Gusher - would you mind downloading & looking at this version? There's another reason I'm hesitant of releasing it, and that's because the bots like to get stuck in odd places. I'm not sure whether I should just give up and let them stand there, or try to place extra pathnodes that would allow them back on the routes. (Due to the nature of the board (lots of jumpSpots, etc.) if the nodes connect where they shouldn't, the bots get completely lost)


4/7/2003 1:23:49 PM
Sure WinkyBoy, I'll take a look at it. JKut lemme inow when your ready..


4/7/2003 3:12:24 PM
Can't open cuz there's a fikle missing by name of "a3tex"......


4/7/2003 3:20:28 PM
Hm.. I must've assumed that was a default texture package... I'll replace it ASAP and/or send you the a3tex file.


4/7/2003 6:10:40 PM
Hey, I got it running now. First I must say very funny joke about the Mac thingy! LOL! Second, this map is very fun to play in and kinda hard to maneuver. Takes some practice in order to get to flags BUT with the added classic rock themed music it really keeps you going! Looks really interesting on how you go this traffic to move!

Only problem I found is that the bots don't go for the flag which I think might be that they can't find their way because of the obstruction of the pathnodes by the crates and maybe because the area is pretty narrow. Did you study other maps similiar to yours? Just my assumption cuz I aint no pro mapper. BUT hey man, your doing advanced stuff in Unreal now! If you can't seem to fix it just put a note about it in readme and recommed it for lan play or online with the exception of botmatch.


4/7/2003 8:28:51 PM
*heh*. Thanks, Gusher-- It's always nice to know someone has fun with the maps I create. I think the music fits this map perfectly!! Another friend of mine found that someone on the web a couple of years ago, and I started to have the idea for this map about then, too Grins I've been working on this idea pretty much ever since finishing the original Kitchen Sink! Sticks out tongue And, you wouldn't believe how much work I've thrown

Boy, the UT engine is SO limiting, though -- there's SO much more than could be done with this if movers had been done properly. And I'm incredibly disappointed that it wasn't something that was fixed in 2003. I don't suppose you've found any user-made script that allows movers to have more than 8 keyframes? Winks

I'll see if I can get the bots to do more.




4/7/2003 8:46:14 PM
Certainly this map looks complex and really does what it's meant to do. Awhile back I saw a map similiar to to this BUT was more like Frogger that one game. You just had to cross the street with care or else you'd get killed.

If you do release it, try to send a copy to[url=http://www.unrealplayground.com]www.unrealplayground.com[/url]



4/7/2003
I remember that one. I was very excited about it, but it was so terrible to play. There was so much in the board that distracted from the concept of "Frogger" that I hated it. I even tried to modfiy it somewhat, removing much of the unnecessary tunnels and items, zoning it, and so on, but there was just so much going on that it still didn't help.

Well, I've been working on it for about 1.5 hours now, trying to help the bots not get stuck, but it's of little use. The paths I add allow the bots to think they can go where they can't... It's unfortunate that I made the trucks (semis) the way I did -- there's a tiny ridge that you can cling to. It's GREAT for people, 'cause there's many-a-time when you make a leap only to miss and catch yourself on this tiny ledge. But it confuses the bots. It's far too much work to rebuild those now, I think... Plus, online play would simply be REALLY fun.

The bots *DO* capture the flag sometimes on this, actually. It just takes them an obscenely long time to do so. (about 1 capture every 45 minutes...!)


4/7/2003 10:56:50 PM
Hey that's not too bad. At least they get the flag. Just go ahead and release as is and explain in the readme.


4/8/2003 12:08:32 AM
Okay! It's good to go! I added a few sounds which really adds to the atmosphere. Unfortunately I still can't import sounds into Ued2, but there were a few default sounds that fit the map very well.

Gusher, would you mind checking out this version (mostly to make sure the sounds I used ARE from default sound packs? I won't announce the map just yet on other sites. Thanx!


4/8/2003 11:10:23 AM
I checked the newer version and it still had the a3text dependency in it. It might be from the bonus packs which I don't have installed but maybe you should include it with your pack.


4/8/2003 11:36:40 AM
Argh! I'm an idiot. I had successfully removed the a3text dependancy, but after that I reverted to a previous version and forgot to re-replace the a3text package. I just updated the link and it should be fine, now. I don't want to release the a3text package because it's pretty big, and my zipfile is big enough already. I'm only using 8 small textures from the package, anyway.


4/8/2003 11:51:37 AM
Okay, everything is fine now and working great! Now send it to alo mapping sites for a review dude!


4/8/2003 12:03:18 PM
Groovy! Thanks Gusher. I'll make sure to send it to unrealplayground, and I'll find some more review sites at planetunreal, but do you have any other suggestions?


4/8/2003 12:26:18 PM
Well, you also let people know about your map at Unreal forums like

inacommunity

ForumPlanet

and also send it to.......

UT2003HQ
FasterFiles


there are many unreal site out there. All it takes is a simple search on google.net I think the more you distribute your maps more chances of getting traffic to your site and forum.

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