Anything about UT2004 mapping, Uscripting & more
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Kaal979
- Posts: 13
- Joined: Wed 15. Jun 2011, 14:14
- Description: MarsColonyBX801
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by Kaal979 » Wed 15. Jun 2011, 14:24
Last edited by Kaal979 on Thu 29. Sep 2011, 18:55, edited 6 times in total.
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laboRHEinz
- Administrator
- Posts: 1257
- Joined: Fri 4. Sep 2009, 13:28
- Description: Old Fart
- Location: Hamburg
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by laboRHEinz » Wed 15. Jun 2011, 17:46
Thanks for the map & download link. I'll check it out and give some feedback. But be patient a bit ;-)
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Zon3r
- Posts: 575
- Joined: Thu 7. Apr 2011, 07:46
- Description: Don't shoot at me!
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by Zon3r » Wed 15. Jun 2011, 18:59
i don't want to be rude, just saying that this needs some work.
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lilalurl
- Posts: 121
- Joined: Mon 30. Nov 2009, 02:57
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by lilalurl » Wed 15. Jun 2011, 19:46
Winamp auto-tagging says the music is:
Masada - All Systems Are Go
from Rocket Arena 3 Soundtrack
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Kaal979
- Posts: 13
- Joined: Wed 15. Jun 2011, 14:14
- Description: MarsColonyBX801
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by Kaal979 » Wed 15. Jun 2011, 20:21
Thanks!
I just fixed a small hidden bug and will upload version final2 asap!

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lilalurl
- Posts: 121
- Joined: Mon 30. Nov 2009, 02:57
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by lilalurl » Wed 15. Jun 2011, 20:38
I have a simple question, after testing a bit the map and also reading the posts on the )o( forums:
How do you envision the map? In other words, how do you think people will play it? Which other map do you think is the closer in terms of gameplay?
Right now, I have the feeling you want a sort of DM map, with some vehicles thrown in, focusing the fight around the node.
I suppose you consider the two teams will fight to conquer the node and finally when one manage to get it, they can only manage to attack the enemy core if they have good teamplay and especially good defenders.
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Kaal979
- Posts: 13
- Joined: Wed 15. Jun 2011, 14:14
- Description: MarsColonyBX801
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by Kaal979 » Wed 15. Jun 2011, 21:29
Yes - the map literally requires luck.
But thats even more fun then.
Btw. - the fixed version is now available in the first message.
P.S.:
Just like most deathball maps
which also seem unfinishable.
Maybe you could write a map mutator or
something that doubles the playing time.
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laboRHEinz
- Administrator
- Posts: 1257
- Joined: Fri 4. Sep 2009, 13:28
- Description: Old Fart
- Location: Hamburg
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by laboRHEinz » Sun 19. Jun 2011, 09:52
nice work man & thanks for offering your map.
But I'm afraid, a single-node-map won't work on a 32P server. There have to be more nodes, at least two node-pathes from core to core and several node-hops.
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Kaal979
- Posts: 13
- Joined: Wed 15. Jun 2011, 14:14
- Description: MarsColonyBX801
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by Kaal979 » Sun 19. Jun 2011, 13:51
But you must consider that theres a trench
system which effectively acts as a second node!
And once the node got defended and loaded
the players can spawn there to half their way.
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Kaal979
- Posts: 13
- Joined: Wed 15. Jun 2011, 14:14
- Description: MarsColonyBX801
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by Kaal979 » Tue 21. Jun 2011, 17:11
New version updated!
Now with working spawn select.
