Coming soon: JB-Aswan-v2

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Wormbo

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JB-Aswan-v2

I'm currently working on an improved version of JB-Aswan. If there are any problems you've noticed with the original version, please post.

One thing I've taken care of is the execution sequence. The spiders will now come out of their holes more reliably. There are two cams in each jail and another camera in each jail's alternate escape route.
The escape routes were completely redone from scratch. The basic mechanism is basically the same, but it is activated completely manually now.

[edit]
Download Beta 6
 
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CoolDude

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Feb 22, 2003
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What about these spiders falling down (randomly?) at the first escape spot, even though the gate in front of the spot is still closed and there is no one standing on the spot. Is this suppose to happen?
 
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Aersik

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Feb 9, 2005
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The only thing that really annoys me about this map is the ability to shoot out of jail. I tend to play instagib, and getting shot by someone you thought was safely tucked away is a bit of a pain.

Two possible exploits:

First, it's possible to get onto the ledges at the sides of the main arena fairly easily, at the cost of ~25 health (See screeny).

Second, if the translocator is enabled you can xloc up the side-light-shaft-things in the base areas and get into this nice bright blue area and run the clock down. I assume this bright blue texture visible through all the windows in the main bases is supposed to show the skybox.


The only other thing I can think of is that it might be nice if there were more prominent team markings in the main arena than team coloured scarabs on the pillars. And possibly the words "THERE IS AN ESCAPE ON THIS MAP!" in big flashing neon letters on the wall of the jail :D
 

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Wormbo

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The shoot-free-players-from-jail part can be disabled through a custom Jailbreak Add-on, I think.
Thanks for pointing out the Shieldgun/Translocator problems, though. :)
The blue texture are there for a good reason: The skybox would look too dark when viewed from inside the bases, but I'll see what I can do. Maybe a translucent sheet for brightening up the sky textures in those areas will do the trick.
 

Sexmachine

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Jailcam: The left camera on the left side in red jail (facing the jaildoors) makes use of the "widescreen view" (all the others don't). And I suggest to make use of the "CameraSpotFrames" aswell as they really add to the feeling. :)
 

Wormbo

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Sexmachine said:
Jailcam: The left camera on the left side in red jail (facing the jaildoors) makes use of the "widescreen view" (all the others don't). And I suggest to make use of the "CameraSpotFrames" aswell as they really add to the feeling. :)
Thanks, will check that ASAP.


BTW: What happens if you put 16 blue bots and a giant red spider mine in a small room? :)
[SCREENSHOT]http://img180.echo.cx/img180/4774/16botsand1bigspider1pj.jpg[/SCREENSHOT]
 

Kantham

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Sep 17, 2004
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BTW: What happens if you put 16 blue bots and a giant red spider mine in a small room?


Boom?

or maybe the collision of it is big as the little one?
 

Wormbo

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Here are some screenshots with the new base color indicators: The hiroglyphs (sp?) at the base entrance are now team-colored, in each base's entrance area there are two team logo monitors (like it was on DOM-Aswan, I forgot to put them in after removing all the DOM monitors) and the statues in each base are team-colored as well.
 

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expisCoR

Thinktank for the "Head CoR JB Mapper"
Mar 12, 2005
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UT2004 Build UT2004_Build_[2005-02-15_17.02]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 1693 MHz with 511MB RAM
Video: ATI MOBILITY RADEON 9600 PRO TURBO (6476)

Failed to enter C:\PROGRA~1\UT2004\Maps\JB-ASW~1.UT2: Can't find file for package 'JBSpiderMine-v2'

History: UGameEngine::Init <- InitEngine <- FMallocWindows::Free <- FMallocWindows::Free
 

Wormbo

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expisCoR said:
UT2004 Build UT2004_Build_[2005-02-15_17.02]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 1693 MHz with 511MB RAM
Video: ATI MOBILITY RADEON 9600 PRO TURBO (6476)

Failed to enter C:\PROGRA~1\UT2004\Maps\JB-ASW~1.UT2: Can't find file for package 'JBSpiderMine-v2'

History: UGameEngine::Init <- InitEngine <- FMallocWindows::Free <- FMallocWindows::Free
Erk, forgot to add the package. I'll add it to the ZIP file and attach it to this post as well.

Trueblood said:
The escape route again...if someone walks too close to the exit of the gauntlet, often a spider gets loose and chases you :eek:
Are you sure you're testing the correct Aswan map? In this version the spiders can only leave the jail escape if someone is in it or just got out through it. (And without JBSpiderMines-v2.u it shouldn't even load. Sorry, my bad.)

In this new version, the escape tunnels are completely sealed off while they are closed. Also, the weapon placement in the central area has been modified and the arena was replaced.
 

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The_Head

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Just took it for a spin, loks very nice indeed. The death with the huge Spider is sweet. How did you code it to choose between different death sequences (haven't had a chance to look in UED myself)
Camera changing like that works really well.
 

Wormbo

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The random selection between regular and alternate execution is done with an ACTION_IfRandomPct in a ScriptedTrigger. This selects, whether the giant spider should be triggered instead of the ScriptedTrigger managing the spider door movers.

You will notice a quite complex system of ScriptedTriggers and TriggeredConditions for the entire jail functionality, including the escape tunnel.