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  Unreal Tournament 2004 : General UT2k4 Discussion : Hey, this looks cool! [Forum Rules]  
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Duke    Posted 26th Nov 2005 8:08pm
Post 291 / 1353




Found it here
Those who follow the path of others lack the imagination or courage to create their own.
In my spare time I like to write game reviews for Game Revolution.  
 
Molodiets   Posted 26th Nov 2005 9:05pm
L4Y Member
Post 850 / 2687

if you're talking about the skin, it looks cool indeed but i would like to see the whole of it standing up.

If you're talking about the coloured hellbender, it's pretty useless IMO. Wasting my bandwith to download a modification in the only color of a vehicule is something i won't appreciate at all.
spoilsport    
BigJim   Posted 26th Nov 2005 9:39pm
Welcome!
Post 1 / 4

Heh heh, yeah he means the vehicle skin.

Please bear in mind though, that it's not meant to be a "mod" per-se, but as part of the map I'm currently building (vctf-Defcon), I've been experimenting with team-coloured skins (because he only ones I've seen online and outside of the stock-game sucked, and even then they couldn't get the gun pawns to match).

Thank you Duke for posting, nice one matie. It's by no means confirmed finished or anything so far, but obviously the more comments and feedback would be greatly appreciated.

The map is playing on the old Reds v Blues colour theme a fair bit, & so the skins do work quite well in that context (imho of course ), although to my absoloute surprise, a few people upon commenting on the map asked if I'd considered releasing the skins seperately.
I'm no leet-artiste or anything, and truely was surprised anyone liked them outside of the original map, but there we go different strokes for different folks & all that.

Ps: Cheers again duke - I'd completely forgotten I'd even signed up to L4Y, god I'm such an air-head.
   
NoClanFrank    Posted 27th Nov 2005 11:45pm
Post 1785 / 5840
Quoting BigJim
Please bear in mind though, that it's not meant to be a "mod" per-se, but as part of the map I'm currently building (vctf-Defcon)

Yes I played your level(VCTF-DefconBeta1c) and in fact I have it running on the server. I know it's still in beta and all but I had to see it for myself.
The skins to look good but as far as the map goes. It seems that there is no real bot support. The mainly stay at the base. Only the bots I have set to support(server side - map mixer) will follow me into their flag. Only after I let them keep up with me. I'm wondering, are you going to be doing anything else with the bots?
I do however like the design and feel of the level.
One other thing, it would be nice if those lifts that only work when a vehicle gets on would work if I or another bot got on. It's a royal pain having to run around to the other side to get back on top.
I know making levels for the game can be difficult, I know I opened the program and I was like what the heck is this. This isn't RED editor from Red Faction. I just want to say thanks to you for having the courage to make a map, a VCTF map, which is what I mostly play in UT2004.
Also, Welcome to levels4you.com
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RED-FROG   Posted 28th Nov 2005 11:07pm
L4Y Resident
Post 732 / 5258

I want tho drive taht tuneddd car!

Why can't bots play VCTF? I hate it
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
NoClanFrank    Posted 29th Nov 2005 12:57am
Post 1789 / 5840
Quoting REDFROG
Why can't bots play VCTF? I hate it

Actually there are a lot of maps with bots in them that will actually go after the flag, which sometimes upsets me. I mean I want to cap the flag, not the damn bot. LOL
I guess it all depends on the "bot paths" I guess. I don't know anything about mapping but the more I read forums, the more I want to build a VCTF map.
I just need to find those UT2004 Mapping DVD tutorials that [b]Jayson "The Beast" Dehn sent me a while ago.
>Click Here< If You Don't Have a Social Life :/    Modified Nov 29th, 12:57am by NoClanFrank
Duke    Posted 29th Nov 2005 9:49pm
Post 293 / 1353
Quoting NoClanFrank
Quoting BigJim
Please bear in mind though, that it's not meant to be a "mod" per-se, but as part of the map I'm currently building (vctf-Defcon)

Yes I played your level(VCTF-DefconBeta1c) and in fact I have it running on the server. I know it's still in beta and all but I had to see it for myself.
The skins to look good but as far as the map goes. It seems that there is no real bot support. The mainly stay at the base. Only the bots I have set to support(server side - map mixer) will follow me into their flag. Only after I let them keep up with me. I'm wondering, are you going to be doing anything else with the bots?
I do however like the design and feel of the level.
One other thing, it would be nice if those lifts that only work when a vehicle gets on would work if I or another bot got on. It's a royal pain having to run around to the other side to get back on top.
I know making levels for the game can be difficult, I know I opened the program and I was like what the heck is this. This isn't RED editor from Red Faction. I just want to say thanks to you for having the courage to make a map, a VCTF map, which is what I mostly play in UT2004.
Also, Welcome to levels4you.com


BigJim has been having trouble with those bots for a while now. They used to have pathing, but he had to remove it in order to fix a spawn problem. Apparently, and I discovered this myself, the bots all spawned in Red Base.

Even the blue team.
Those who follow the path of others lack the imagination or courage to create their own.
In my spare time I like to write game reviews for Game Revolution.  
 



Assaultman67    Posted 29th Nov 2005 10:37pm
Post 532 / 4376
Quoting NoClanFrank
Quoting REDFROG
Why can't bots play VCTF? I hate it

Actually there are a lot of maps with bots in them that will actually go after the flag, which sometimes upsets me. I mean I want to cap the flag, not the damn bot. LOL
I guess it all depends on the "bot paths" I guess. I don't know anything about mapping but the more I read forums, the more I want to build a VCTF map.
I just need to find those UT2004 Mapping DVD tutorials that [b]Jayson "The Beast" Dehn sent me a while ago.


you mean here ... you're not the only one trying to learn the UT mapping system, alot different from red

yeah, bots suck, you can't sneak up on them they are "all knowing" unlike people.
   
Duke    Posted 29th Nov 2005 10:42pm
Post 295 / 1353
Quoting Assaultman67
yeah, bots suck, you can't sneak up on them they are "all knowing" unlike people.


Makes it really difficult to run them over, eh?
Those who follow the path of others lack the imagination or courage to create their own.
In my spare time I like to write game reviews for Game Revolution.  
 
Assaultman67    Posted 29th Nov 2005 11:58pm
Post 533 / 4376
... it's like you read minds

have i met you before online?
   
Duke    Posted 30th Nov 2005 4:35am
Post 297 / 1353
Quoting Assaultman67
... it's like you read minds

have i met you before online?

I don't play online often.

Or ever.

*cough*56k*cough*

*cou-u-u-g-g-g-h-h-h-h*l-a-g*cou-u-u-g-g-g-h-h-h-h*
Those who follow the path of others lack the imagination or courage to create their own.
In my spare time I like to write game reviews for Game Revolution.  
 
NoClanFrank    Posted 30th Nov 2005 5:41am
Post 1795 / 5840
Thanks for the link Assaultman67. I have other but they all seem a lot more complicated than this one. Maybe when I have a few days to spare I will give it a go.
By the way, I don't call them BOTS. I call them homies, because every time they get in my Hellbender, you know we are going to do a drive-by.
Nice thing about homies is that they can let you know where the enemy might be hiding with your flag.
>Click Here< If You Don't Have a Social Life :/    
BigJim   Posted 1st Dec 2005 12:58am
Welcome!
Post 2 / 4

Yup, Duke's got it. I had done the basic pathing (road nodes, basic foot-paths, etc..) but I must have screwed something up, so I removed the pathing.
It really was only there to let beta-testers get a rough idea of how it would play, I was plannig n re-doing it from scrath nearer the finish.

It's still a bit early to do the pathing agsin, as varous parts are still liable to get changed, so I'm planning on leaving the pathing until nearly at the end.
But I promise I will be doing the bot-pathing (or co-ercing some other poor bugger ot do it for me! ), as it's something I really do need to learn.

Ps: To anyone who played the beta; Did you find an FPS issues?
If so, where abouts did your FPS drop, & if you don't mind, could you post your system specs?

I started this map on my old PC (1.3ghz Athlon, 512mb of 133mhz SDram, Rad x700 256mb), but upgraded recently, (to an Athlon64 3500+ venice, a gb of speedy dual channel ram & the same GFX card), so it's tricky for me to get a handle on how it performs on lower-end PCs.
Mine's hardly a monster, but it's much better than my old one.

Thanks everyone.

Ps: Homie bots.. Heh, I'm tempted to make the pimp-rims even pimper now.. *wrod*
   Modified Dec 1st, 12:59am by BigJim
NoClanFrank    Posted 1st Dec 2005 7:04am
Post 1800 / 5840
Quoting BigJim
Ps: To anyone who played the beta; Did you find an FPS issues?

Not here. I didn't have a problem but then again my system exceeds the requirements for this game.
Quote
Pentium III or AMD Athlon 1.0 GHz processor (Pentium® or AMD 1.2GHz or greater recommended)
128MB RAM (256MB RAM or greater recommended)
5.5GB HDD space REQUIRED
8X CD-ROM or DVD
Windows® compatible sound card
32 MB video card required (64 MB NVIDIA or ATI hardware T&L card recommended)
DirectX® version 9.0b (included on game disc)
Internet (TCP/IP) and LAN (TCP/IP) play supported. Internet play requires a 33.6 kbps or faster modem (broadband recommended)

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Duke    Posted 1st Dec 2005 7:56pm
Post 299 / 1353
Quoting BigJim
Ps: To anyone who played the beta; Did you find an FPS issues?


No more than usual. I get some FPS issues during the start of the match, when it loads all of the stuff in the map (weapons, bots, vehicles etc), but I get that with all maps. Looks like it's time to upgrade.

Other than that, not even where all the bots were blowing the brains out of each other in the Red Base spawn area with the Ballistic weapons.
Those who follow the path of others lack the imagination or courage to create their own.
In my spare time I like to write game reviews for Game Revolution.  
 Modified Dec 1st, 07:57pm by Duke
RED-FROG   Posted 5th Dec 2005 12:48am
L4Y Resident
Post 742 / 5258

Frank: Watch the videos! Watch the videos!

Mapping in UnrealEd3 isn't that hard. It is different to RED, I'd say.
Modern game levels aren't built of brushes in that way anymore.
Of course, you will still need them to substract and add space like you do in RED. But then, most structures are made of Static meshes. They are way easier to handle, and it is almost impossible to texture anything with unrealed. Mostly brushes have textures that can be tiled, so theres no need to do exact unwrapping (it is possible, but takes more time than doing it in RED, or even 3dsmax)
I just mentioned the biggest problem...3dsmax. If you don't have it, you must stick to the default static meshes, it is not that bad, but its hard to find the right meshes, and you can't easily create unique stuff.
I've been working on a Onslaught map (RFKitchen) for about a year. (actually..I did more breaks than work )
The last week I have tweaked a lot of things, learned a lot and optimized it because I'm focussing to release it soon. It is one of my favorite ONS maps...I'm not trying to advertise it by saying this
I don't have many custom maps, but that one makes the fighting much more friendly, and its different to fight in a large room. I'm fed up with all these terrain levels no matter how they look...basically it is always the same gameplay in them. (I haven't downloaded many ONS maps! There might be good ones! But I never seen anything playble for all time.)

It is so cool to create many custom meshes, put them in the map without taking care of the framerate. (of course I do, but I'm used to create maps with less detail)
Plus there are many possibilties in UT2004 like creating a new weapon just for one level, and it will not mess up other levels or the game. Files like this will only get loaded when the map runs..

RedFactions vpp management is a pain...
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Dec 5th, 12:49am by RED-FROG
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