VCTF-Harbour
VCTF-Harbour
It is done, my first map is complete. Thanks a lot to everybody who helped getting this project along, I couldn't have done this without the aid of both the Epic tutorials and, even more so in the end, the community. I hope you enjoy the map.
There's multiple paths to and from the flags - essentially, there's about 6 ways up and 3-4 major ways down of the ships, not counting the countless suicidal options for the latter. The open ground in the middle of both sides, covered by rocket turrets, is dangerous ground to carry a flag through, but there's a couple of sneaky paths along the sides of the map that make it perfectly possible to capture with some map knowledge.
There's plenty of powerups and specials on the map: A slow field, two EMP mines, a Redeemer, Keg'o'Health, and a UDamage, and two pairs of Jump Boots. There's also a lot of health lying around, and both Chest and Head Armors and a Shield Belt. However, that's necessary too, because the high ground of the ships and the great sniper positions make them great bulwarks and tough to get in and out in one piece. The map also has plenty of jump pads, and some paths not accessible by vehicles or even vehicle fire, making it less vehicle-dominated than others.
Both sides also have two AVRiL spawn points, and there's AVRiL ammo in two positions per side as well. Regular weapons, there's every single one except the Bio Rifle. Sniper Rifles are in sniper positions, Shock Rifle and Rocket Launcher are a bit harder to obtain than the Stinger, Link Gun and Flak Cannon - the latter are dispersed in weapon lockers throughout both bases, and there are some of those near every spawn position. Available vehicles finally are a Scorpion and a Hellbender near the start positions, and a Goliath near the map center. I guess the two rocket turrets count as vehicles as well.
As for trick jumping, that certainly does help getting from one point to the next ... the Jump Boots of course help with that, since they provide ways up to the walkways and fast ways off the ships, but there's some spots where wall dodging is beneficial too. Lift Jumps help with both obtaining one Rocket Launcher that's not accessible otherwise, and with navigating the center building. And not to forget that there's a big hoverboard air into the ships from the walkways.
Screenies
Have a look at the enclosed readme.txt for a version history ... changes I made since Beta 6 are mostly that I reviewed bot paths once yet again, taught the bots to swim, and then I tweaked the gameplay a bit too with more cover everyhwere. Add some bugfixes with blocking volumes and a few detail meshes here and there, and voilà.
No PS3 cook yet
I have to apologize to all PS3 owners, right now there's no PS3 cook yet. The main issue here is that the PS3 doesn't support importing custom sounds, and thus I'll have to give it a go first and then have some people have a look at it, but this means that I essentially have to rework sound, and have to find workarounds for not having proper sounds for birds and ocean waves in the stock packages.
Since this is the final release, I'll eventually kick myself in the butt and do that of course. There's still some hope nevertheless that Epic strikes a deal with Sony and it's somehow possible to import custom sounds in the future, since I really feel the map loses a lot of quality without those custom sounds.
VCTF-Harbour
[screenshot]http://www.haslo.ch/vctf-harbour/VCTF-Harbour_2.jpg[/screenshot]
Download VCTF-Harbour here!
Download VCTF-Harbour here!
It is done, my first map is complete. Thanks a lot to everybody who helped getting this project along, I couldn't have done this without the aid of both the Epic tutorials and, even more so in the end, the community. I hope you enjoy the map.
There's multiple paths to and from the flags - essentially, there's about 6 ways up and 3-4 major ways down of the ships, not counting the countless suicidal options for the latter. The open ground in the middle of both sides, covered by rocket turrets, is dangerous ground to carry a flag through, but there's a couple of sneaky paths along the sides of the map that make it perfectly possible to capture with some map knowledge.
There's plenty of powerups and specials on the map: A slow field, two EMP mines, a Redeemer, Keg'o'Health, and a UDamage, and two pairs of Jump Boots. There's also a lot of health lying around, and both Chest and Head Armors and a Shield Belt. However, that's necessary too, because the high ground of the ships and the great sniper positions make them great bulwarks and tough to get in and out in one piece. The map also has plenty of jump pads, and some paths not accessible by vehicles or even vehicle fire, making it less vehicle-dominated than others.
Both sides also have two AVRiL spawn points, and there's AVRiL ammo in two positions per side as well. Regular weapons, there's every single one except the Bio Rifle. Sniper Rifles are in sniper positions, Shock Rifle and Rocket Launcher are a bit harder to obtain than the Stinger, Link Gun and Flak Cannon - the latter are dispersed in weapon lockers throughout both bases, and there are some of those near every spawn position. Available vehicles finally are a Scorpion and a Hellbender near the start positions, and a Goliath near the map center. I guess the two rocket turrets count as vehicles as well.
As for trick jumping, that certainly does help getting from one point to the next ... the Jump Boots of course help with that, since they provide ways up to the walkways and fast ways off the ships, but there's some spots where wall dodging is beneficial too. Lift Jumps help with both obtaining one Rocket Launcher that's not accessible otherwise, and with navigating the center building. And not to forget that there's a big hoverboard air into the ships from the walkways.
Screenies
Have a look at the enclosed readme.txt for a version history ... changes I made since Beta 6 are mostly that I reviewed bot paths once yet again, taught the bots to swim, and then I tweaked the gameplay a bit too with more cover everyhwere. Add some bugfixes with blocking volumes and a few detail meshes here and there, and voilà.
No PS3 cook yet
I have to apologize to all PS3 owners, right now there's no PS3 cook yet. The main issue here is that the PS3 doesn't support importing custom sounds, and thus I'll have to give it a go first and then have some people have a look at it, but this means that I essentially have to rework sound, and have to find workarounds for not having proper sounds for birds and ocean waves in the stock packages.
Since this is the final release, I'll eventually kick myself in the butt and do that of course. There's still some hope nevertheless that Epic strikes a deal with Sony and it's somehow possible to import custom sounds in the future, since I really feel the map loses a lot of quality without those custom sounds.
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