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mapsAlmost forgot after I found this out, here it is in case some other poor sap want's to spice it up for thier player community... If you run a vctf server, be VERY carefull adding custom maps. Some bug that nobody can seem to figure out causes players to not be able to connect to and play that map after they load the map once, it's completely ramdom. The map will download and then they will be kicked off the server with some error about a_vehicle_whateverthefuck couldn't be downloaded, packages that are part of the CORE game. What's more fun is, that after this bug happens they can't load any OTHER maps from your server either. Wanna know what's even MORE fun? This continues to happen even after you remove the map from the maplist, you have to COMPLETELY delete the map from the server map folder, if UT3 tries to load the maps to see if they are to be active in the rotation it happens. Wanna know what's even MORE fun? After you figure this out and completely delete the map so players can connect again, it will persists until the players that downloaded the map empties thier cache folder, most people don't know shit of course so they won't be able to connect to your server until thier cache expires. Nearly killed the vctf server, but since it's popular because everyone get killer pings and it runs smooth as fuck, everyone jumped right back in as soon as they could. Only happens with vctf for some reason. EPIC FAILURE! I hate to admit it, but Face is at least getting servers active for normal weapons CTF. I put up a 16 player 24/7 face server and it's been pretty much packed all weekend long. Maybe I can sneak in a similar map such as Citadel when the server has had more time to biuld up some regulars, there's a great port of it that plays very well, if that takes of maybe we can blow some life into CTF again. You know what would be a SUPER idea for Epic? Release an updated version of the demo and put face in it as a ctf map, deck as the dm map, keep suspence for vctf and hell I don't know for warfare, pick the most popular one. Here's to hoping my precious will make a comeback Those meshes on top exit where the 2 ramps go from the base there's the colored string of lamps and that big bush that blocks the translocator and I keep htting the invisible hitbox around it when I'm chasing the efc trying to get him at the other side. Also the sky is way to low, like 3 playerhights above the ground so you keep trying to throw the xloc all the way over the map and to do that you need to aim high, but then it ends up hitting the invisible sky. It's a great map but it's marred by these things. I always liked TroubledWaters, so much action and chaos so I remade it for ut3. You can find it along with my other maps here: http://hosted.filefront.com/ILTK/ Well I finally got done with it, so here's everyone's favorite DarkSide remade from scratch for Unreal Tournament 3 You can find it along with my other maps here: http://hosted.filefront.com/ILTK/ Please let me know what you think and report any problems. Feel free to host this on your own servers. Grim was going to do it but he kinda disappered, don't know if he's home from uni with no internet or something and I'm dying to play this map again so I've been working on it for a couple days now and should be finished soon. I've keept it as close to the original as I could while spicing it up a little bit since it was pretty ugly, but all enhancements have been made so they don't get in the way of the original Darkside core play. Only thing I can't figure out yet is how to do the xloc teleport thing behind the base where you shot your xloc and teleport from the spawn room and end up on the top ledge, but I don't think it's imperative since only a few players used it so I'm leaving it out for version 1 of the port. Probably going to throw up a playtest version as soon as I get the last touches done. Mostly the same as ut2004 version, with a bit of "skippers cove" look because I couldn't find enough coherent meshes, it seem that's the reason all custom maps lately are in that metal look, those are the only one there's enough trim and shit to have a coherent theme, there aren't even any crate textures, and we need CRATES AND BARRELS ffs You can find it along with my other maps here: http://hosted.filefront.com/ILTK/ I'm in the process of redoing all the acu clan maps and I could use some help with floorplan testing. I can't find the old ones and I don't have ut2004 installed, so I'm redoing from memory, not that hard since they were all simple bsp maps made with pub gameplay in mind. Im working on ctf-acu-TroubledWaters right now, should have the floorplan done in about an hour or so. All I need input about is basic stuff like distances, can you reach places with walldodges and trickjumps like in the old maps. Due to the new movement system it's tricky to get the scales right. CTF-SometimesIFallDown. Fast open oldschool space themed map for Unreal Tournament 3. It was based on an old ut2004 map I can't remember the name of, I created this one to get a feel for the new editor and changes to things like movers, doors and water. Please play it and let me know what you think, comments and gameplay suggestions welcome. There's botpathing and they play it well. One thing to know about this map is that you WILL fall down, hence the name You can find it along with my other maps here: http://hosted.filefront.com/ILTK/ Screenshots:
Anyone remember the name of that map in space where you basically had about 5 platforms at different levels and ramps going up and down to the different levels, there was a big platform in the middle, and a smaller 2 level platform with ramps leading up to it from the bases. It had an Egyptian theme. I can't for the life of me remember the name, but I'm remaking it to get a feel for the new editor, doing bsp floorplans and static mesh pleacement and lighting, because the layout is so easy to re-create. It was basically the map that accounted for the most falling deaths ever, and everyone loved it anyway. So far I LOVE the new editor, it's so fucking fast and easy to work with once you get the basics down. I already learned how to do water, movers like lifts and teleporters. Most of the basics is like ut2004 editor, only now you can do visual scripting with Kismet and keyframe animation with Matineé, it's very easy to make complex shit, like triggers, traps and lots of other cool stuff. ok people, no more sad faces about your system not playing UT3 well, Hourences and other mappers come to save the day. My system is getting 350 fps average on them, yes you read that right.. 350 fps, these maps should net you about the same fps as you did in ut2004 Grab this map pack and play your asses off. Oh please please please, I'm so hurting for these maps I mean, just LOOK at them!
EDIT: IT'S OUT - YAY! http://forums.beyondunreal.com/showthread.php?p=2421719#post2421719 A low poly oldschool map pack is underway. Being created by Hourences and other mappers and it looks absolutely AWESOME. There's already 5 ctf maps in this map pack, can't wait to see some oldschool capture the flag maps. These maps will help tremendously for people with slower systems, they have no bloom, no fog, no static meshes, no nothing that will bring down fps, only pure gameplay. Check the attachments for examples. Is it only me, or does these maps in all thier pure bsp glory look WAY better than the static mesh clutter fests that are in the default game? Maybe except dm-sentinel and ctf-Reflection. I'm just a sucker for the clean, sharp and crisp look of pure bsp levels. Looks realy nice, can't wait to get a few more decent CTF maps, there's only 3 good ones in the default map list and CTF-Grendelkeep was always one of my favorite maps, can't wait to play this in Unreal Tournament 3 |
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