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Reviews/User Scores:
TBA |
Download Locations:
Download
Required: HaloUT
P1.75 or higher AND their CXP |
Press:
TBA |
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Game: UT2004
Player Count: 8 - 14
Released 11-18-2005
Made in conjuction with Project
Torlon's CXP Pack on special invitation from project head
AnubanUT2. The idea was to create a Halo-esque UT2k4 map.
I had never played Halo so I relied primarily on concept art from Bungie's
website and screenshots I found on the web. About halfway through map
construction I did buy the game and played through some of it. It was
a good challenge trying to match the style and look of an established theme.
I also challenged myself to stretch my botpathing knowledge. I created
a revolving damage amp mesh and successfully got bots to recognize the
amp placement on it. Another difficulty to overcome was to plath jumppads
that propeled the player, and bots, over a gap. Since jumppads usually
propel up, getting them to propel 'sideways' was a problem. I ended up
solving the problem using pathnode blocking class-based blocking volumes
and jumppad desitnations that were in mid-air, but 'momentum' would complete
the arc. Finally, with a little community help, I succesfully assaultpathed
the map to allow the bots to take seperate routes, and also to set up
defensive points.
Finally, I challenged my modeling ability by creating surrounding cliffs for the entire map. It's one of the first 'organic' meshes I've attempted.
This is a HUGE CTF map with minimal connections. I wanted to promote teamwork
and communication. So through a series z-axis bases, long narrow routes,
and sniper-friendly areas the FC would have to rely on teammates for protection. |
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