Vaskadar
24th Apr 2008, 10:03 AM
Name: DM-Hyraxis
Version: Alpha 6
Compatibility: No Mods, 1.2 Patch
Description: A radical, deadly layout for a deathmatch map, originating from an original TimeSplitters: Future Perfect map called AuToMaTiKs 2 (http://www.youtube.com/watch?v=XIAW4xjwI-A), Inertia is going to make you think twice about jumping off that platform to the rail, or go after the amp, or run haplessly through a teleport, it will keep your twitch reflexes going. Those of you who knew the map beforehand, prepare for a radically different map. You'll like it when you play it (it's intended for casual players, none of that uber-competetive crap) although with all the changes, I don't know now. Anywho, the map is turning out to be a good one in my opinion, and I've been playtesting it consistently so that I nail the gameplay just right. This is my third map on UT3, I'm for sure going to finish this one. I hope you enjoy it.
Comments: Bot support, all the gameplay basics.
Change Log
Alpha 1 to alpha 2
Greatly expanded arena size, increased horizontal space (A lot), added textures, added shield belt, added berserk, added second sniper rifle, moved all weaponry, added more health packs to sustain players after firefights, added more mobility in general, horizontal and vertical, the layout is finished now. So play it until you find something that needs to be changed within reason.
Alpha 2 to Alpha 3
Added static meshes to enhance the mood, altered lighting, changed bot pathing, added air lift. Added ambient sounds for trains, and added keg o' health on train rail to make things interesting. It's funny seeing bots splatter themselves because they stop on the tracks.
Alpha 3 to [alpha 4]
Fixed train sounds, finished 25% of the meshing to be done on the interiors, altered bot pathing, added more spawn points, fixed lift trigger issue. Added emitters and altered sounds for generators to be loud enough to hear.
Alpha 4 to Alpha 5
Increased train interval length to allow easier access to the super health, fixed jumps' angles to flak (if you consistently fall while jumping towards the flak, I will add a small "catch" to save you from a humiliating and frustrating death) amp tower interior is now decorated. Lighting needs to be brightened for those who are too lazy to adjust their monitors, added a blocking volume on top of the generator in the generator room, and fixed some bot issues with super health.
Alpha 5 to Alpha 6
Fixed a few flow issues, altered lighting (Somewhat). Moved link gun to generator room, deleted central generator (interrupted flow), switched berserk with flak, added catches to give players a small platform if jump is unsuccessful.
Download: Alpha 6 (http://files.filefront.com/DM+HyraxisAlpha6zip/;10115859;/fileinfo.html)
http://img87.imageshack.us/img87/7797/screenshot00014ba9.th.png (http://img87.imageshack.us/my.php?image=screenshot00014ba9.png)http://img246.imageshack.us/img246/9113/screenshot00015dz4.th.png (http://img246.imageshack.us/my.php?image=screenshot00015dz4.png)
http://img246.imageshack.us/img246/4841/screenshot00016ke6.th.png (http://img246.imageshack.us/my.php?image=screenshot00016ke6.png) What remains to be fixed on amp tower: TOO MUCH BSP!
Version: Alpha 6
Compatibility: No Mods, 1.2 Patch
Description: A radical, deadly layout for a deathmatch map, originating from an original TimeSplitters: Future Perfect map called AuToMaTiKs 2 (http://www.youtube.com/watch?v=XIAW4xjwI-A), Inertia is going to make you think twice about jumping off that platform to the rail, or go after the amp, or run haplessly through a teleport, it will keep your twitch reflexes going. Those of you who knew the map beforehand, prepare for a radically different map. You'll like it when you play it (it's intended for casual players, none of that uber-competetive crap) although with all the changes, I don't know now. Anywho, the map is turning out to be a good one in my opinion, and I've been playtesting it consistently so that I nail the gameplay just right. This is my third map on UT3, I'm for sure going to finish this one. I hope you enjoy it.
Comments: Bot support, all the gameplay basics.
Change Log
Alpha 1 to alpha 2
Greatly expanded arena size, increased horizontal space (A lot), added textures, added shield belt, added berserk, added second sniper rifle, moved all weaponry, added more health packs to sustain players after firefights, added more mobility in general, horizontal and vertical, the layout is finished now. So play it until you find something that needs to be changed within reason.
Alpha 2 to Alpha 3
Added static meshes to enhance the mood, altered lighting, changed bot pathing, added air lift. Added ambient sounds for trains, and added keg o' health on train rail to make things interesting. It's funny seeing bots splatter themselves because they stop on the tracks.
Alpha 3 to [alpha 4]
Fixed train sounds, finished 25% of the meshing to be done on the interiors, altered bot pathing, added more spawn points, fixed lift trigger issue. Added emitters and altered sounds for generators to be loud enough to hear.
Alpha 4 to Alpha 5
Increased train interval length to allow easier access to the super health, fixed jumps' angles to flak (if you consistently fall while jumping towards the flak, I will add a small "catch" to save you from a humiliating and frustrating death) amp tower interior is now decorated. Lighting needs to be brightened for those who are too lazy to adjust their monitors, added a blocking volume on top of the generator in the generator room, and fixed some bot issues with super health.
Alpha 5 to Alpha 6
Fixed a few flow issues, altered lighting (Somewhat). Moved link gun to generator room, deleted central generator (interrupted flow), switched berserk with flak, added catches to give players a small platform if jump is unsuccessful.
Download: Alpha 6 (http://files.filefront.com/DM+HyraxisAlpha6zip/;10115859;/fileinfo.html)
http://img87.imageshack.us/img87/7797/screenshot00014ba9.th.png (http://img87.imageshack.us/my.php?image=screenshot00014ba9.png)http://img246.imageshack.us/img246/9113/screenshot00015dz4.th.png (http://img246.imageshack.us/my.php?image=screenshot00015dz4.png)
http://img246.imageshack.us/img246/4841/screenshot00016ke6.th.png (http://img246.imageshack.us/my.php?image=screenshot00016ke6.png) What remains to be fixed on amp tower: TOO MUCH BSP!