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CTF-Gravis [PC]
CTF-Gravis
Info Title: CTF-Gravis Author: Jos 'Sjosz' Hendriks Version: 1.0 (as final as it will be) Playercount: 8-10 Filesize: 37-38 MB Screenshots ![]() ![]() ![]() ![]() Download Links Fileplay: http://www.fileplay.net/file/12976/ctf-gravis Cr4zy: http://cr4zyb4st4rd.co.uk/Maps/CTF-Gravis.rar Mapraider: http://www.mapraider.com/maps/?fileid=5583 (more mirrors will be added when/if they become available) Additional Information Background Story: Built near one of the poles of a classified celestial body with the intent of studying various different aspects of gravitational energy, the Gravis research campus sat empty for years following political fallout over the bloated budget scope of the project. The facility would be used only 7 months every 2 years, due to extreme temperature shifts during a large part of the planetoid's orbital cycle. Both to appease the opposition in the New Earth Government and as a means to offset project costs, small adjustments were made so the facility's main hub could be locked off for highly lucrative tournament play. Construction Notes Initially this was my entry for HOLP4. But then life happened to everyone involved, and things came apart. Still, I wanted to finish this level since I'd already put so much effort into it. The reason I built this level, or, more accurately, the inspiration for me to create a level like this comes from a few different sources. One of my favourite custom UT99 CTF levels (sadly cannot recall or find it these days) was a level that 2 buildings face each other, with the enemy flag visible from your own base, but not directly accessible. I loved the concept of this, and while I've attempted this setup quite a few times, it never really came to fruition, until I saw the second source of inspiration for this level: UT3 retail CTF-Vertebrae. The level struck a chord with me and despite the fact that I really didn't like the gameplay of the level, the whole setup of mostly vertical gameplay appealed to me a whole lot. Then one night it really materialized inside my head and I started chipping away at the big BSP block. The end result is the culmination of way too much time spent trying to refine the space and finding the right aesthetic for it, but seeing as this is a spare time project, I'm kind of happy with the way this whole thing turned out. I hope you enjoy it too. Credits - Carson 'Dregs' Smith, for being awesome and insightful, and for providing me with some really good custom materials and meshes to use to make this level complete, and for testing. - Andrew 'McLogenog' Yoder, for being a very frequent steamchat partner in crime and providing some insights, and for testing. And for telling me what NASA's up to at 3 in the morning. - Scott 'Cr4zyB4st4rd' Coxhead, for being up at ridiculous times in his timezone, for providing me the sky material I ended up using and for insights into better lighting. And now also for hosting the file! - Magnus 'Sefyra' Olin, for giving me the template for a readme (HAHA!), for providing a sky material I may end up using in another level (HAHA...?) and for being a cool guy. - Hektor (didn't know your actual name!), for arranging and participating in a lot of playtesting during the gameplay stages of development, and for being inhumanly patient and probably disappointed I did not finish this level sooner. - EvilLair, for having made a wonderful set of base textures to work with. (eX) - My many co-workers who give me the drive to be creative. - Everyone else who I managed to forget to call out by name. This level's been in development for over a year and a half, so I'm sorry if I forgot about your input. Much appreciated nonetheless! Last edited by Sjosz; 13th Mar 2011 at 04:07 PM. |
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#2 |
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Truly is awesome.
Great flow, solid BSP work (as always) with some very nice unique touches. The PP work is a great subtle touch. Then there's the sky and lighting :-D Seriously, everyone should have this. |
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#3 |
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There is no other level I've played that succeeds so perfectly with such a vertical design and flow, and that is reason alone to download it. But it's also an gorgeous map from the materials (props to Dregs and Cr4zy) and lighting, to the insane bsp work.
Why are you reading this? Why haven't you downloaded it yet? Do it. DOO EET NAOW.
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Last edited by Mclogenog; 8th Mar 2011 at 12:40 AM. |
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#4 |
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Wow nice!
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#5 |
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Great to see this one finally make it out into the light. I should have known that tweet wasn't some home DIY project! :P
Fantastic job as always bud! |
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#6 |
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My initial impressions are very favorable! It really feels like I'm playing UT. Thanks for throwing in a reference to the NEG instead of silly things like field lettuce generators
![]() Now let's see if I can find some humans to play it with. |
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#7 |
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I've always loved the look of a Sjosz map; always so neat, clean and flawless with gameplay that knocks you over. Awesome job, man!
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#8 |
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Looks awesome, Sjosz-styled glass surfaces are back!
Downloading... still have to first play Cipe, Nelson's bonus CBP3 bouns maps and the 20brush contest ones, though...
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Portal 2: | Custom Maps | Toki Tori: | Custom Maps | UT3: | JB-Makoy from UT3 Jailbreak | Grayscaled Loading Screens | UT2004: | VCTF-Antropolis | CTF-Opposite | JB-Fragtion2 | JB-Isolated | Spanish Localizations: | UT3 | Killing Floor | |
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#9 |
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Screenshots look nice, I really like the ceeling-constructions with it's shadows.
![]() Greets from Germany! - |
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#10 |
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Last edited by Cr4zyB4st4rd; 8th Mar 2011 at 03:35 PM. |
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#11 |
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Map is pretty rad Jos! Excellent work!
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#12 |
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Great!!!
Now I miss the days making maps for UT3. You got fun and these beautiful things.
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My homepage for UT and Custom maps |
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#13 |
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This map reminds to some umcp map in the past dunno what is... nice map dude with titan is totally madful XD
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The thing is: To be pussificated or not to be pussificated. Frag on! La cuestión es: Ser o No ser coñificado. Liate a tiros! |
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#15 |
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I love these when they're done right and this one has been. I like the skybox, music choice coupled with great lighting, shadows and use of color to bring out the atmosphere. Also, some good weapon and item placement. Some seriously-cool gameplay with z-axis, xloc, good flow, excellent layout, etc. My bots can't defend, so I sent all of them to attack while I hung around and defended like a mexican jumping bean. It worked out and I even got the last flag.
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#16 |
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I have reinstalled ut3 just to check this map. Failure of last ctf cup pissed me off, so i removed the game
![]() Nice work, as always. Hope i can play it with humans
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#17 |
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Registered User
Join Date: Oct. 21st, 2008
Posts: 53
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Sjosz!
I bet this is a fantastic map. Looks like a rework of Aquatica. Would be lovely to see it in UT2K4.
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http://www.own3d.tv/xi0s |
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#18 |
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Like the lighting, routes, details, shadows, skybox, custom music and I think some bots won't definitely missed out of fun. Nice gameplay, visuals and some delirious BSP workout. Great concept.
__________________
“Untutored courage is useless in the face of educated bullets.” – George S. Patton
![]() My Homepage (WIP) | UTzone.de | YouTube | Facebook | Twitter | Google+ (No new posts yet, sorry. )UT-Files.com Staff Member | Custom UT2004 Voice Pack Links at Epic Games Forums (100+ VPs counted!) UT2004 Voice Pack Tutorial: A guide to making voice pack modules for UT2004. New VPs are always welcome! ![]() |
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#19 |
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Ooh, a sci-fi CTF map... I am sooo in with this one!
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Hobbyist SoftImage Artist and UDK Level Designer |
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#20 |
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Nice. It makes me miss the map making and the community that went with it.
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