Two of the computers here are running 1 and 1.1 Ghz Durons with GF2/GF4MX cards. So I purposefully kept it on the simple side. It's also very symetrical. If the layout proves as fun as it's UT counterpart in multiplay (haven't played it at all multiplayer), then maybe I'll send it to nalicity. But as there have been some key changes, I'm not sure.
I'm trying to go for a function over syle look, although the '03 engine being optimized for mesh use does help it look quite a bit better than all the simple rectangles I had in the UT version.
Basically, it's kind of a symmetrical hedge maze (only without dead ends) for cramped close quarters battle with an open area. The KOTH zone is in the center and only on the bottom floor, so going for advantage of height requires teamwork, one to stay down, and the other to go up top. Also, the spawn points are in seperate hallways, where the player gets the crossbow and 1 of 13 random weapons, so using your "special" or non crossbow weapon effectively (as there are no special weapon ammo pickups) is important. Changing the lenght from the player start to the teleporter (that warps them into the actual arena) changes the "penalty" time of getting killed. Trying to delay respawn was considered breifly, but then rejected, as the in arena view could lead to the dead person guiding his buddy. This can still happen, but at the expense of ever second further increasing the existing penalty time. Hallway ceiling is low to prevent dodge jumping forward. Health powerups and arrows/bolts are on the periferal edges, forcing a player to have to use teamwork, one to hold down the fort (KOTH zone) and the other to go out and grab health/ammo.
The arena area is an octagon, and symetry can be derived from an eighth slice, thus I didn't show the whole arena. The top right image is with the upper mesh removed (KOTH area radius goes just outsite this mesh, but only along the floor) as well as the inner platform removed and the lower right image is a view from inside the big mesh with the inner platform visible. A teleporter from top-center of the big mesh sends the player down (but not back up) on top of the inner platform.
The players enter the arena along the periferal edges.
I'm not trying to raise any hype about this map, if it turns out to not be good fun in multiplayer, I won't release it. But the guys at CUT wanted to see it, and good 'ol beyondunreal allows image attachments.
I'm trying to go for a function over syle look, although the '03 engine being optimized for mesh use does help it look quite a bit better than all the simple rectangles I had in the UT version.
Basically, it's kind of a symmetrical hedge maze (only without dead ends) for cramped close quarters battle with an open area. The KOTH zone is in the center and only on the bottom floor, so going for advantage of height requires teamwork, one to stay down, and the other to go up top. Also, the spawn points are in seperate hallways, where the player gets the crossbow and 1 of 13 random weapons, so using your "special" or non crossbow weapon effectively (as there are no special weapon ammo pickups) is important. Changing the lenght from the player start to the teleporter (that warps them into the actual arena) changes the "penalty" time of getting killed. Trying to delay respawn was considered breifly, but then rejected, as the in arena view could lead to the dead person guiding his buddy. This can still happen, but at the expense of ever second further increasing the existing penalty time. Hallway ceiling is low to prevent dodge jumping forward. Health powerups and arrows/bolts are on the periferal edges, forcing a player to have to use teamwork, one to hold down the fort (KOTH zone) and the other to go out and grab health/ammo.
The arena area is an octagon, and symetry can be derived from an eighth slice, thus I didn't show the whole arena. The top right image is with the upper mesh removed (KOTH area radius goes just outsite this mesh, but only along the floor) as well as the inner platform removed and the lower right image is a view from inside the big mesh with the inner platform visible. A teleporter from top-center of the big mesh sends the player down (but not back up) on top of the inner platform.
The players enter the arena along the periferal edges.
I'm not trying to raise any hype about this map, if it turns out to not be good fun in multiplayer, I won't release it. But the guys at CUT wanted to see it, and good 'ol beyondunreal allows image attachments.
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