View Full Version : CTF-Aedes

7th Jun 2004, 11:59 AM
Just finished 10 mins before the phase 3 deadline...close call :) Of course I didn't have time to do a full beta test so I am hoping there are no obvious horrible bugs that I missed!
http://www-users.york.ac.uk/~mjr130/pics/CTF-Aedes2small.jpg http://www-users.york.ac.uk/~mjr130/pics/CTF-Aedes3small.jpg http://www-users.york.ac.uk/~mjr130/pics/CTF-Aedes4small.jpg


7th Jun 2004, 02:29 PM
Looks great! , downloading now...

7th Jun 2004, 02:48 PM

dowloading now

7th Jun 2004, 04:09 PM
looks like shads old ut map

nice tho
any non up link ? needing login to down a map = ahum

7th Jun 2004, 04:39 PM
Looks nice.

7th Jun 2004, 07:43 PM
Yeah well it's based of shad's old UT map (which I worked on aswell :p)
NC link comes soon, but you can get the map here also:

7th Jun 2004, 10:32 PM
Wow, just did a walk through, and wow. Great work Bot! :tup:

Now for me to play it... :D

9th Jun 2004, 01:16 AM
So, since I actually was under a rock for the last year or so, what is this whole Phase 3 Million bucks crap?

9th Jun 2004, 08:40 AM
Make something unreal compo. Total prize cash is 1,000,000 and it's split into 4 phases (with catagories like best fps mod, best level etc. etc.) tho phases 1-3 finished now. www.makesomethingunreal.com

And my map is on NC now :)

10th Jun 2004, 10:59 AM
Ohh, another map. I wish you'd have had this sort of motivation for DMUT maps :p

The map is stunningly beautiful. I found myself looking at the temple facade thinking "Is this a superrealistic background image"? But alas, it was actual 3D geometry.
My first negative impression was that you didn't use the opportunity to play with light and shadow which I often admired in your older maps. Also, I was a bit disappointed at the utter blackness of the temple interior, especially behind the fences. I thought a little light would have produced a nice contrast. *I see why now. Still a pity you didn't find a better solution here. :p
So you don't start thinking I'm easily pleased all of a sudden, I also want to mention you overdid it with two flags. A single flag over the main entrance would have been enough, given the map's layout. I cannot imagine how confused you'd have to be to not know in which base you are anyway.
I also see several opportunities for subtle base markings now, but I guess there wasn't enough time for that before the deadline.

Last not least, WTF have you been thinking when you popped out the blocking volumes? As usual, I despise the overly generous use of invisible walls, and you certainly were overly generous. On first glance, the map invites players to try and swim between flag room and central area, but noo, there is a goddamn invisible wall directly at the playing area. I didn't even have to try to find the map's borders.
I don't even care if this route makes sense or not. I hate to run against invisible walls, it hurts immersion to no end. Don't do it. Couldn't you at like, place actors that push player back towards the shore in the water instead? Something subtle? Or just let them swim if they like.

I liked the interwined routes in the bases though. Nice to see somewhat larger bases for a change, too. :p
It's something of a recurring theme, isn't it bot? Reminded me strongly of CTF-LostValley. ;)

10th Jun 2004, 04:51 PM
I liked the lift jump to the higher route leaving the base. The middle temple is sweet, nice mesh work. The sand/terrain could have used a second texture to alpa to the rocks or make it less bland. Plays good yet the lower route is over used by the bots making them somewhat predictable. Nice theme and well realized, top marks all the way around :tup:

10th Jun 2004, 05:05 PM
Heres a pic of the original UT concept that was never released that I found hidden on the net somewhere O_o


10th Jun 2004, 05:12 PM
another pic


21st Sep 2004, 05:29 PM
Shame it was never released...

22nd Sep 2004, 08:28 AM
... finnish it and release it NOW! I COMMAND THY!...

31st Jan 2005, 11:35 AM
... finnish it and release it NOW! I COMMAND THY!...

=( ='(