PDA

View Full Version : JB-StalwartXLClassic


4WD
26th Jan 2006, 03:32 PM
non-symmetrical maps for the win !! ;)

conversion from killbait!'s map dm-stalwartxlclassic

click to download (http://nalicity.beyondunreal.com/map_hub.php?mid=9033), hf :)

PsyXandeR
27th Jan 2006, 10:12 AM
Well I suppose that creating ofnon symetrical maps is bad idea.

Vatcilli zeitchef
27th Jan 2006, 10:18 AM
I remember that map, I liked playing it..
Is the origional music in it aswell?
Don't forget ;)

_________Edit___
Not sure about it being non-symmetrical....
I'll have to test it to see

G.Lecter
28th Jan 2006, 06:57 AM
I don't like symetrical maps since they play much like TDM (IMO). This one works better than I expected, though.
My main dislike about the map is that there is very little z-action, just a few small stairs going up and down, and a few crates. The long sightlines can be a problem, too. You can easily get a KillingSpree with a LightingGun, as long as you keep the distance... The only idea I have is adding more crates around, that might block the sightlines a little more and it will add a bit more Z (you can jump on them... :D) It also would be interesting adding some dodgeramps beside the bigger boxes to allow players to stay on them more often.
For the placement... well you haven't worked on it yet. You know in JB you have paths to take and cover, so you can't waste much time going to ledges and crates to get more weaponry. I'd say move most of the weapons to the middle of paths and chokepoints where you can get them easily. Although the map is assymetrical, try to keep the weapon setup as symetrcal as possible; right now I think the Blue Switch is much easier to defend with the ShockRifle there. Try to keep the hitscan weapons far from the switch to prevent camping a little. The Minigun might be better removed, I'm not sure; and the 50shield would go to the middle [the Amp would need to be removed then... :hmm:]. For other pickups, move them farther from the corners, and leave the healthpacks for more interesting places. Vials and pills are IMO a better thing to put on/in crates... ;)
Good luck with the map, the execution is fun btw... :)

L4dy 4bys
28th Jan 2006, 09:58 AM
Lecter you seem to forget this is a remake and for that sake should be as close to the origional as possible.... can't check it out how it plays :/

was there a JB version of stalwartXL in UT99?

4WD
28th Jan 2006, 10:06 AM
this is a remake and for that sake should be as close to the origional as possible....
well the deathmatch map made by killbait! is actually the remake and it's very close to the original from ut99.

my version is just a conversion of this map to the jailbreak mod, i just keep the mapname. if there were any stalwart in jb99 ? who cares, i'm not trying to copy/redo another map ;) i basicly want a map wich plays fast and is not symmetrical :D

G.Lecter
28th Jan 2006, 03:24 PM
Lecter you seem to forget this is a remake and for that sake should be as close to the origional as possible....Yep, I know... That's the map conversions' dilemma: half of people want conversions as close to the original as possible, and the other half want them to evolve... :hmm:

Hazel.H
29th Jan 2006, 10:40 AM
Great fun :D I don't mind if it's asymmetrical. This is one of my favourite maps from UT99. Have you thought about making the secret room an escape route exit?

I didn't look for bugs yet but noticed you can walk through the corner wall in the jails.

4WD
29th Jan 2006, 12:51 PM
you can walk through the corner wall in the jails.
oops. fixed in next beta ;)

Hans Oberlander
30th Jan 2006, 12:50 PM
While the "killer bricks" are funny. It doesn't add to the classic mood. Maybe make those cameras i nthe secret area and away from the jails.

tarquin
2nd Feb 2006, 08:46 AM
Something to fix: "it's" in the map description should be "its"

Hans Oberlander
2nd Feb 2006, 01:53 PM
oh yea, gotta correct ur grammar screwups.

4WD
6th Feb 2006, 08:37 AM
beta2. bugs ?

Hans Oberlander
6th Feb 2006, 06:45 PM
http://img78.imageshack.us/img78/9825/shot000096ij.th.jpg (http://img78.imageshack.us/my.php?image=shot000096ij.jpg)

http://img227.imageshack.us/img227/4139/shot000108ik.th.jpg (http://img227.imageshack.us/my.php?image=shot000108ik.jpg)

And do u want me to do a loadingscreen?

4WD
7th Feb 2006, 05:44 PM
http://img78.imageshack.us/img78/9825/shot000096ij.th.jpg (http://img78.imageshack.us/my.php?image=shot000096ij.jpg)
fixed

http://img227.imageshack.us/img227/4139/shot000108ik.th.jpg (http://img227.imageshack.us/my.php?image=shot000108ik.jpg)
fixed

And do u want me to do a loadingscreen?
no

beta3, final if no major bugs were found.

G.Lecter
8th Feb 2006, 12:51 PM
A few more layout and placement suggestions: ;)
- It's a map full of long singhtlines and corner combat, so the Shock is definitely the only thing you need to pwn everyone... And it's right in the base, everyone will have it about the 5th second of each round. IMO the Shock should definitely go to the current RocketLauncher location, and either the RocketLauncher or the Flak would be the new base weapon.
- I don't like much the current weaponbase placement in both bases. Keep in mind at the begining of each round everyone will want to jump onto the crate/ledge to take the weapon... Too many people for such a small spot...
- There are 3 healths near the blue switch (2 hellbender + 1 corner), I only could find one in the red base. I'd say take out one of the hellbender healths and place another one where the shield was in the first beta, for instance... :rolleyes:
- Move the healthpack from the RL room to a little more visible place, still among the boxes if you want...
- The 100Keg is too much IMO, and the 50shield is just a few steps farther so... Move the 50shield inside the crate and remove the Keg?
- There are a few vials and pills that currently are in corners. I think it's better placing them along the corridors. Yep, I say this very often, but I can't find any reason that explains why 3 vials are placed at each side of a hallway... :p
- The secret room isn't very suitable for JB, IMO. It's a good hiding place even though it has 2 entrances, and there's a lot of goodies inside, which are nearer the blue base...
Hope that will help! :tup:

tarquin
8th Feb 2006, 01:04 PM
I love the execution in this BTW. I burst out laughing when I first saw it :D

Jrubzjeknf
8th Feb 2006, 01:45 PM
a secret room? Something like a jail? :D

Would be cool perhaps. Have a small room which shuts down when someone enters. The only way to get out is by someone hitting some button (in jail?). After 30 seconds, gas/fire is released, taking health from the trapped guy. The room should not be some sort of secundary jail btw.

4WD
10th Feb 2006, 04:44 AM
It's a map full of long singhtlines and corner combat, so the Shock is definitely the only thing you need to pwn everyone... And it's right in the base, everyone will have it about the 5th second of each round. IMO the Shock should definitely go to the current RocketLauncher location, and either the RocketLauncher or the Flak would be the new base weapon.
swapped rl with shock.
I don't like much the current weaponbase placement in both bases. Keep in mind at the begining of each round everyone will want to jump onto the crate/ledge to take the weapon... Too many people for such a small spot...
i do like it this way and it wont be changed.
There are 3 healths near the blue switch (2 hellbender + 1 corner), I only could find one in the red base. I'd say take out one of the hellbender healths and place another one where the shield was in the first beta, for instance... :rolleyes:
second hellbender health removed. no need for a second health in the red base because this base is easier to defend than the blue base.
Move the healthpack from the RL room to a little more visible place, still among the boxes if you want...
done
The 100Keg is too much IMO, and the 50shield is just a few steps farther so... Move the 50shield inside the crate and remove the Keg?
done
There are a few vials and pills that currently are in corners. I think it's better placing them along the corridors.
same as with weapon placement ;)
The secret room isn't very suitable for JB, IMO. It's a good hiding place even though it has 2 entrances, and there's a lot of goodies inside, which are nearer the blue base...
disagree. true you can hide there, but it's the job of the opponent team to find you in order to kill you. and then, this room isnt really that suited for hiding purposes.
Hope that will help! :tup:
;) no new beta for this though.

no bugs ? :o

Hans Oberlander
12th Feb 2006, 03:19 PM
I dunno but, the scorpion in the garage seems a bit big. That's not a problem but you may want to make it stock size. Just for it to seem authentic.

4WD
13th Feb 2006, 03:08 PM
no bugs => on nalicity now. hf :)

[edit]Linky linky: http://nalicity.beyondunreal.com/map_hub.php?mid=9033

PsyXandeR
14th Feb 2006, 09:49 AM
hould download this map too...

Hey guys where I can find ut4mod unpacker??? I cant install jailbreak without it... :(

tarquin
15th Feb 2006, 04:21 AM
Check the list at the bottom of http://mychaeel.no-ip.com/jailbreak/Bugs

KillBait!
15th Feb 2006, 01:26 PM
Nice one 4WD, loved the execution :lol:

Was gonna put in a showing at the beta test but RL got in the way :(

If you do an update, give me a shout and i can do you some updated monitor descriptions.

4WD
15th Feb 2006, 06:27 PM
Nice one 4WD, loved the execution :lol:
cheers :) i'm glad you like to play your map in jb :lol: (it's a conversion after all, nothing new ;) )

G.Lecter
16th Feb 2006, 12:57 PM
I liked the final item setup, good work! :tup:

Will your next one be built from scratch? ;)

tarquin
12th Apr 2006, 03:38 AM
This map is being considered for inclusion in a forthcoming Jailbreak map pack (http://forums.beyondunreal.com/showthread.php?t=158752).

Are there any known bugs?
If so, do you have a newer version in which these are fixed? Has this been tested?
If not, how soon do you think you can get these bugs fixed and tested?

4WD
12th Apr 2006, 01:43 PM
Are there any known bugs?
no, exept for jumping over the bender when being executed, wich is imo rather funny and not considered as bug by me ;)

The_Head
12th Apr 2006, 01:55 PM
wich is imo rather funny and not considered as bug by me ;)
Nor me ;)

tarquin
10th May 2006, 04:46 AM
...nor me.

But 4WD, you get a slap for calling your readme file 'ReadMe.txt' :stick:

4WD
10th May 2006, 06:22 AM
??? http://www.ataricommunity.com/forums/images/smilies/icon3.gif

tarquin
10th May 2006, 06:43 AM
Imagine what happens if EVERYBODY calls the readme file that.

The_Head
10th May 2006, 09:38 AM
Erm most people call the readme "readme", as it is a readme :s

not 100% sure on what your trying to say their tarquin

Jrubzjeknf
10th May 2006, 11:44 AM
Every time a readme.txt is put in the help folder, it will either overwrite the previous readme.txt or just left out. In other words, you readme.txt won't be read. Also, how do you know what's in the readme.txt?

In other words, call it JB-StalwartXLClassic.txt ;)

The_Head
10th May 2006, 11:55 AM
Does anyone actually read readme's?

I know I don't, especially once they have been extracted to my "help" folder, just open the zip again if you want to read it imo

Jrubzjeknf
10th May 2006, 12:57 PM
even more people delete the zip afterwards. And if this map is included in a mappack, it's not useful to name your readme readme.txt