For a long time I've been having this map concept for a CTF map that would make you feel like riding a rollercoaster. With that I mean that this map will feature lots of high-speed tunnels with lots of bends. Not as fast as those in HallOfGiants, that's no fun, but with a ZoneVelocity of 600 to 1000 or something, so that it would be possible to put up a fight while speeding through the tunnels.
But the most special feature of the map would be a real working looping, one that really makes you go upside-down. I've already made some testmaps and I got it to work using InterpolationPoints and it really made me dizzy! Most of the tunnels would be underground, but the looping would be outside, on pillars, to better show you're really going upside-down. Another nice feature would be to add a giant stone titan statue with his mouth wide open, and that you would be kicked out of a tunnel coming out of a mountain into his mouth. I've already tried putting a warpzone in a giant titan's mouth just in front of his mesh, and you can really create the feeling of entering his mouth and falling down his oesophagus.
I'm haven't made up my mind about the lay-out of the map yet, but I think it would be best to have a red base, a central area and a blue base, all connected by a number of high-speed tunnels running from and to these sections. One or more of these tunnels will have a looping and one or more will feature the titan. Of course not all tunnels have to be underground all the way through.
The tunnels will get their speed by using ZoneVelocity, zero gravity and bWaterZone, but infinite UnderWaterTime to prevent drowning. Also waterfriction=8, to prevent ultra-speed cheating, which is possible in HallOfGiants. I would need a minimum of 18 VelocityZones; 6 VelocityZones for each straight direction and 12 zones for each diagonal direction, used in bends. VelocityZones with the same direction could be 'grouped' by a 'sewer' system to prevent exceeding the max zonecount of 64.
The map's textures and architecture would be Skaarj-themed and I have a number of other ideas that would make this map more fun and better looking, but I won't go too much into details because this post is already big enough.
The problem is that I don't have the time to make the entire map myself, and I fear I won't be able to finish it before Unreal2 comes out...
Is anyone interested in forming a cooperation to make this map? What about different people working on different parts of the map simultaniously (I think this could work)? It would be cool if this very unreal map ever got turned into reality, wouldn't it?
But the most special feature of the map would be a real working looping, one that really makes you go upside-down. I've already made some testmaps and I got it to work using InterpolationPoints and it really made me dizzy! Most of the tunnels would be underground, but the looping would be outside, on pillars, to better show you're really going upside-down. Another nice feature would be to add a giant stone titan statue with his mouth wide open, and that you would be kicked out of a tunnel coming out of a mountain into his mouth. I've already tried putting a warpzone in a giant titan's mouth just in front of his mesh, and you can really create the feeling of entering his mouth and falling down his oesophagus.
I'm haven't made up my mind about the lay-out of the map yet, but I think it would be best to have a red base, a central area and a blue base, all connected by a number of high-speed tunnels running from and to these sections. One or more of these tunnels will have a looping and one or more will feature the titan. Of course not all tunnels have to be underground all the way through.
The tunnels will get their speed by using ZoneVelocity, zero gravity and bWaterZone, but infinite UnderWaterTime to prevent drowning. Also waterfriction=8, to prevent ultra-speed cheating, which is possible in HallOfGiants. I would need a minimum of 18 VelocityZones; 6 VelocityZones for each straight direction and 12 zones for each diagonal direction, used in bends. VelocityZones with the same direction could be 'grouped' by a 'sewer' system to prevent exceeding the max zonecount of 64.
The map's textures and architecture would be Skaarj-themed and I have a number of other ideas that would make this map more fun and better looking, but I won't go too much into details because this post is already big enough.
The problem is that I don't have the time to make the entire map myself, and I fear I won't be able to finish it before Unreal2 comes out...
Is anyone interested in forming a cooperation to make this map? What about different people working on different parts of the map simultaniously (I think this could work)? It would be cool if this very unreal map ever got turned into reality, wouldn't it?