home games store arcade

Go Back   Atari Forums > All Games > Forum Archive > Unreal Archive > Unreal Tournament 2003/2004 > User Maps & Mods > Beta Releases

Beta Releases Post your non-final releases here, users will provide feedback and make suggestions on your work.

 
 
Thread Tools Display Modes
Old 10-26-2005, 10:09 AM   #1
SpoonDog
South East Asian Musk Rat
 
Join Date: May 2002
Location: Sydney
Posts: 65
CTF-Hydro64-LE RELEASED (was BETA)

Name: CTF-Hydro64-LE

Version: EDIT: Released

Compatibility: UT2004 CTF

Description:

This is now the "League Edition" version of CTF-Hydro64

Comments:

There's additional comments on the original map at these locations:

http://www.ataricommunity.com/forums...hreadid=483776

http://forums.beyondunreal.com/showthread.php?t=161851

http://nalicity.beyondunreal.com/map_hub.php?mid=8594

Screenshot:



Credits:

Thanks to the Atari community & especially Freeseus for all the helpful feedback for the LE edition. Thanks to Lord_Hades for getting the LE version started and giving suggestions. Thanks to INIQUITIOUS & Hazel for testing.

Homepage: http://spoondog.beyondunreal.com

Download:

EDIT: Released: NaliCity

Comments:

Changes in LE edition:

Quote:
In the bases, above the flag, the pipes lead all the way up to a section where there are some health viles (similar to the UT99 Hydro16). IMHO, that needs to go for league play, because when both teams have flags, they'll camp up there if they can and it slows down the game speed to have to search for someone hidden in the rafters that can sit there.
Done. Blocked access on the top pipes.

Quote:
In the middle of the map (the open area), around the high edges... make sure no one has access to the top of the map. I was checking this a little yesterday, and I didn't find one. But, there is one corner where there is an edge and you actually fall through some of the map and land hard (I'm at work or I'd be posting screenshots)
Checked. Couldn't find any holes but added a blocking volume at the very top of the middle as someone may have been able to translocate out if they saw where the volumes were in the editor.

Quote:
In the middle of the map, as you exit the bases, there are some boxes with a ramp leading up one. This leads to a ledge around a corner. In the video, this is the ledge where the guy dodge-boosts off to land on the lower middle platform. That ledge needs to be a little wider to be effective in competitive play because there's no way you can walk around it quickly without falling off. Unless your intention is that you should hammer up in the first place. And in that case, the ramp is useless.
Done. Made it wider.

Quote:
Not sure about the waterway with the keg of health... The waterway doesn't really transport you any distance (like Mc$hitty... McSwartzly for anyone that doesn't recognize that) which is a good thing in my opinion because your fast map flow doesn't need it. I'm just wondering if your map even needs that.
Done. The passage is gone.

Quote:
I don't know how many people noticed this, but the lifts leading up to the sniper bunker are lethal. When you dodge over onto them... if you don't land in the middle of the platform, you will often be crushed (killed) by the overhanging wall. You have 1/6 of a second to be in the middle of the lift before this happens. Happens more frequently than you would imagine... and is quite annoying. A simple solution to this is to make a larger distance between that overhanging wall and the lift itself. This also makes it easier for people to throw their translocator down the lift shaft without touching the lift, thus allowing an FC (flag carrier) to not have to wait for the lift.
Done. Made lift hole wider.

Quote:
side note: the blue base's purple lift may need a color change
Done. No more gay!

Quote:
The rafters above the lift (lift-jumping). If you stand on the lift, 1/3 the way from the left, you can lift jump to the support beams above the sniper bunker (without hitting your head on the beam). This is all good and well. However, you can throw your translocator out of a small opening in the far corner, resulting in being able to walk around on the roof. Someone has mentioned this above though.
Done. Removed access to the roof (it was a last minute change I did that introduced that... pissed me off!).


Quote:
Ceiling pipes running above sewer system behind the flag base area. They are too close to the ceiling. Well, actually, the ceiling is too close to them because the ceiling pipes are the perfect distance for hammering off the pipes on the side of the sewer. The reason they are too close is because dodge jumping doesn't do much... you keep hitting your head.
Done. Lowered pipes.

Quote:
As you turn right, to face the sewer, on your far right hand side, just around the wall are some barrels. Right next to the barrels are some pipes that run horizontal along the wall. Those barrels need to be just slightly further from the pipes so someone can use them to double-jump-wall-dodge up on to get onto the pipes. You can do it right now, but because the barrels are so close to the pipes, you often hit your head doing the double jump, resulting in falling off the barrels before you even have a chance to do the wall-dodge onto the pipes.
Done. Moved barrels slightly and used blocking volumes to make it less of a chore.

Quote:
Polygons on the sewer pipes near the ceiling (as described in ___a.). You hammer jump from the side pipes on the wall to reach the ceiling pipes. When you get up there, you immediately get caught on some polygons (I think from the brace that holds up the pipes) which just results in a couple milliseconds of pressing jump furiously in order to continue running. A small annoyance that slows the flag carrier.
Done I think. The braces don't have collision - I guess you were just getting snagged on the extra layer of pipes. There's only one layer of pipes going along the tunnel now, shouldn't snag.

Quote:
Those two pillarish-looking things that are on both sides of the flag. If you make a grab and dodge onto the lift..., you often bounce off the pillar resulting in a 1/8 second delay of you actually getting on the lift, but which might determine whether a shock combo gets you in the ass or not. Small issue. If you could make the them a little less wide, that would prevent this.
Done. Made them thinner.

Quote:
Bare with me here on this description. I have a video of me doing this but no place to upload... give me a place to put it up and you can watch what I'm describing to you below here: The boiler room...err... the place with those two big (and 2 smaller) cylinders. If you choose to dodge from one cylinder to the other (which is all the way across the room), you can do it. It's the perfect distance and it's just challenging enough to make people happy. However, if you're the FC (flag carrier) and you've just made a grab, you get onto the lift, walked off to scafold to your right, dodged onto the pipes just slightly to the left and in front of you, walked some more... right dodged to a weird looking thing (just above the link gun & ammo) dodged again to put you in line with the hallway going down. Dodged again to land on the small near-vertical board lying on the wall, dodged to your right to land on a cylinder, gone into the short duct (even if you've taken out the duct... you should leave some sort of walkway there), and come out in the boiler room. Now you can dodge from one of the large cylinders all the way across to the other one. You've just did a nice little run. And since you haven't fallen off, there should be some reward for doing so. A very small one. But one that you can only get recieve by staying up high and avoiding the floor. What I'm getting at is that you have to jump down here. Why? because that's where the exit to that room is... which leads out into the open. So what I suggest is that you make the exit to that room taller... so a person who has just done all that stuff above can dodge off or dodge-boost off of from the top of that last cylinder, giving him a small tactical reward. It's a small touch, but a noticeable one.
Done. Made exit door taller so you should be able to dodge out of it now.

Quote:
In the very center of the map. There is a tiny fence surrounding the super armor area. League edition maps won't have a fence that might hinder someone dodging onto that platform. Obviously you could remove it, or you could leave it there and instead make it something you could walk through.
Done. Removed rails.

Quote:
No redeemers in league play. So you can remove that piece where it's located.
Done. Removed redeemer and the area it was in.

Quote:
The Flak, Rocket Launcher, and Shock Rifle ammo located next to the weapons needs to be spread out. It's too easy to pick up both ammo clips on accident(when you play in a match, you leave ammo so your team can pick it up).
Done. Made them further apart.

Quote:
Place 1 shock rifle and 1 rocket launcher ammo in both corners of the flag room behind the flag.
Done.

Quote:
In the middle of the map, place 2 health packs on either side of the cylinder tower, just below the super armor.
Done.

Quote:
Keg of health. Since there are two kegs and they are located close to the flag... they are considered "Flag D" pickups. Ie... it's the flag D's job to make sure the enemy doesn't pick it up. I like how close that was to the flag. Since the water duct is gone now, make sure you keep it near the flag.
Done. It's on one of the large pipes on the way out of the flag room (towards the boiler room route).

Quote:
Dual amps. Wow, this is fun. Okay, in this case, they are too far out of the reach of the flag defender (2 defense, 1 mid, 2 offense). Plus, the base flag defense already has access to the keg of health (I assume, I don't know what your new location of it is). These amps need to go somewhere else inside the bases. Somewhere that's not too difficult to get to, and something that the defence can pick up without leaving their routes too much. Maybe the "Boiler room" is a good place for it... somewhere up high. You may even be able to tie this in as a benefit to the flag carrier if it happens to spawn while he's around there. If you go that way. I would recommend it be something you could dodge to, while exiting and going into the open.
Done. It's now in the boiler room on one of the "boilers".


-Spoondog
__________________
SpoonDog

Last edited by SpoonDog; 03-27-2006 at 07:12 PM.
SpoonDog is offline  
Old 10-26-2005, 10:26 AM   #2
Mr Pepsi
Fizziest
 
Mr Pepsi's Avatar
 
Join Date: Aug 2005
Posts: 2,339
Whats the point in this? make a new map man really.
Mr Pepsi is offline  
Old 10-26-2005, 11:51 AM   #3
Uncommon
Flag Monkey
 
Join Date: Jun 2000
Location: SLC, UT
Posts: 520
It's called listening to feedback. I think it's pretty cool that he did that, and I really don't understand why you're complaining.
__________________
Flag Domination · Bombing Spree · CTF4 · BR4 · Vivid Vehicles · Verbage · need more?
www.uncommonplace.com
Uncommon is offline  
Old 10-26-2005, 12:12 PM   #4
Mr Pepsi
Fizziest
 
Mr Pepsi's Avatar
 
Join Date: Aug 2005
Posts: 2,339
Quote:
Originally posted by Uncommon
I really don't understand why you're complaining.
It’s really quite simple, I will but it as simple as possible.

1: he makes some of the best maps I have ever played.
2: There are hardly any maps that are coming out these days.
3: This serves no purpose to me personally.
4: He is wasting his time when he could be producing a new map.
5: I want a new map not some changed version of his last.

Need I go on.
Mr Pepsi is offline  
Old 10-26-2005, 02:35 PM   #5
Mr. uglyPants
Insane Downloader
 
Mr. uglyPants's Avatar
 
Join Date: Dec 2004
Posts: 1,707
well its spoondog... so live it with!
__________________
Heed my words, KILLER BUNNIES do EXIST!!!!

That is all!


"My **** has more battery life than the PSP!"
Adam Sessler

Unreal Tournament 2007 will OWN!
Mr. uglyPants is offline  
Old 10-26-2005, 03:23 PM   #6
Meroin
[b]Hello![/b]
 
Meroin's Avatar
 
Join Date: Jun 2004
Posts: 698
Mr. Mighty:

So you'd rather have him release a flawed map and then go work on another one for a while, or fix the one so people can enjoy it, and work on another one after a few days?
__________________
Supar Winnar Machineware 4500XXXXL
Quintuple Geforce 999999FX
1 billion Terrabyte (400x1024TB) Uber Diamond Encrusted Platinum coated 1000Karat Gold Series RAM
MartianWare Case. 17 LEDs on Each: Mobo, Ram, GFX, Sound, Processor(s), Fan, and HD.
Pwnj00 Xtra Speed DVD/CD Melter SATA99999
Ten Infinity GB synchronized OctoMegatuple Harddrives.
Windows ME Home Edition


Everyone Migrate! Google Talk is here!
Meroin is offline  
Old 10-26-2005, 04:25 PM   #7
Mr Pepsi
Fizziest
 
Mr Pepsi's Avatar
 
Join Date: Aug 2005
Posts: 2,339
Quote:
Originally posted by Meroin
Mr. Mighty:

So you'd rather have him release a flawed map
But according to you he has already done this? though I did not find any thing wrong with his last.
Quote:
Originally posted by Meroin
or fix the one so people can enjoy it,
So you did not enjoy his last? come on please, the one he released prior to this was awesome. Ok a few minor issues but I don’t care about them, hey get some other author to fix it np.
Quote:
Originally posted by Meroin
work on another one after a few days?
Come to the real world more like 6 months but who’s counting.
Mr Pepsi is offline  
Old 10-26-2005, 04:35 PM   #8
G.Lecter
Mapper & Maptester
 
G.Lecter's Avatar
 
Join Date: Jun 2005
Location: Salamanca, Spain
Posts: 225
My suggestion is moving/removing one or both of the healths in the sniper room. IMO they give too much advantage to campers...

The changes look fine. I might have a look to the beta one of these days, but probably I won't find anything to fix, I loved the original...
__________________
My Maps: | VCTF-Antropolis | CTF-Opposite | JB-Fragtion2 [Beta1] | JB-Makoy (WIP) |
Also worked on: | JB-Isolated [Beta6] | JB-TheDecks [Beta2] |

Jailbreak: | Info | News | Forum | Download |
G.Lecter is offline  
Old 10-26-2005, 04:40 PM   #9
Mr. uglyPants
Insane Downloader
 
Mr. uglyPants's Avatar
 
Join Date: Dec 2004
Posts: 1,707
the original was awesome and this version is going to be even better!
__________________
Heed my words, KILLER BUNNIES do EXIST!!!!

That is all!


"My **** has more battery life than the PSP!"
Adam Sessler

Unreal Tournament 2007 will OWN!
Mr. uglyPants is offline  
Old 10-26-2005, 05:56 PM   #10
Mr Pepsi
Fizziest
 
Mr Pepsi's Avatar
 
Join Date: Aug 2005
Posts: 2,339
Quote:
Originally posted by Mr. uglyPants
the original was awesome and this version is going to be even better!
Yes but in truth it’s still going to be the same map so not very exciting is it?

From what I have seen there is hardly any authors at the moment. The people who encourage this is actually cursing my harm then good.
Mr Pepsi is offline  
Old 10-26-2005, 06:03 PM   #11
Uncommon
Flag Monkey
 
Join Date: Jun 2000
Location: SLC, UT
Posts: 520
Quote:
Originally posted by Mr Mighty
The people who encourage this is actually cursing my harm then good.
I'm a garbage disposal. Giraffe?
__________________
Flag Domination · Bombing Spree · CTF4 · BR4 · Vivid Vehicles · Verbage · need more?
www.uncommonplace.com
Uncommon is offline  
Old 10-26-2005, 07:33 PM   #12
SpoonDog
South East Asian Musk Rat
 
Join Date: May 2002
Location: Sydney
Posts: 65
Quote:
Whats the point in this? make a new map man really.
Sorry mate, thanks for the compliment, but the point is this: To make a quality new map takes a very long time that I don't have at the moment and probably won't have for months... whereas just fixing a few bugs doesn't (I did all of the above in one night), and it still pleases a lot of people out there. Better that than become completely inactive in the community, eh?

Now, back on the subject, keep the comments comin' ppl!
__________________
SpoonDog
SpoonDog is offline  
Old 10-26-2005, 07:50 PM   #13
Meroin
[b]Hello![/b]
 
Meroin's Avatar
 
Join Date: Jun 2004
Posts: 698
Quote:
Originally posted by Mr Mighty
But according to you he has already done this? though I did not find any thing wrong with his last.
Yes. Hydro64. He has now fixed all of the flaws.
Quote:
Originally posted by Mr Mighty
So you did not enjoy his last? come on please, the one he released prior to this was awesome. Ok a few minor issues but I don’t care about them, hey get some other author to fix it np.
I did enjoy it, but it wasn't ready for truly competitive play. That's what this release is for


Looking forward to seeing this more often on servers.
__________________
Supar Winnar Machineware 4500XXXXL
Quintuple Geforce 999999FX
1 billion Terrabyte (400x1024TB) Uber Diamond Encrusted Platinum coated 1000Karat Gold Series RAM
MartianWare Case. 17 LEDs on Each: Mobo, Ram, GFX, Sound, Processor(s), Fan, and HD.
Pwnj00 Xtra Speed DVD/CD Melter SATA99999
Ten Infinity GB synchronized OctoMegatuple Harddrives.
Windows ME Home Edition


Everyone Migrate! Google Talk is here!
Meroin is offline  
Old 10-26-2005, 09:09 PM   #14
Mr Pepsi
Fizziest
 
Mr Pepsi's Avatar
 
Join Date: Aug 2005
Posts: 2,339
Quote:
Originally posted by SpoonDog
Sorry mate, thanks for the compliment, but the point is this: To make a quality new map takes a very long time that I don't have at the moment and probably won't have for months... whereas just fixing a few bugs doesn't (I did all of the above in one night), and it still pleases a lot of people out there. Better that than become completely inactive in the community, eh?

Now, back on the subject, keep the comments comin' ppl!
Good post. That certainly cleared a lot of my confusion up unlike some people in here.

The thread is now back in your hands.
Mr Pepsi is offline  
Old 10-27-2005, 04:56 PM   #15
Sjosz
Legally Dutch
 
Sjosz's Avatar
 
Join Date: Aug 2004
Location: Eindhoven, The Netherlands
Posts: 577
Props to you Spoon, perfecting an already excellent map
__________________
UCMP/UCMP2/UCMP3 Level designer
Mapraider Administrator
My blog
Online portfolio
Fulltime level designer at Acony Games

Author of DM-Frenzy, BR-Templus, BR/CTF/DOM-Templus2k4, DOM-DMP-Dissipate, DOM-DMP-Enchanted, CTF-UCMP-Aquatica, Shieldgun Mappack II, DM-UCMP2-Taron, CTF-OSR-Gladius, DM-TCMP-Gilles, CTF-UCMP3-Tidal
Sjosz is offline  
Old 11-01-2005, 07:11 AM   #16
Aaron M
Registered User
 
Join Date: Mar 2003
Location: Ireland
Posts: 205
Quote:
Originally posted by Sjosz
Props to you Spoon, perfecting an already excellent map
+1. The original was just total quality, I'm sure this will kick even more ass.
Aaron M is offline  
Old 11-06-2005, 04:56 PM   #17
MajikMyst
Honorary Non-member
 
MajikMyst's Avatar
 
Join Date: Dec 2004
Location: Seattle WA.
Posts: 268
Everything looks good. Bout the only thing I noticed was that you didn't path the kegs of life in each base for the bots.

I am glad you fixed that purple lift in the blue base. That annoyed the heck out of me.

Great map spoondog! As always!
__________________
Who is the more foolish? The fool or the fool that follows.
MajikMyst is offline  
Old 03-27-2006, 04:16 AM   #18
SpoonDog
South East Asian Musk Rat
 
Join Date: May 2002
Location: Sydney
Posts: 65
In case anyone's interested, I released it as is. Any remaining bugs should be cosmetic, and I won't be touching it again. Hf

CTF-Hydro64-LE @ Mapraider (link will appear once map is approved)
CTF-Hydro64-LE @ NaliCity
__________________
SpoonDog
SpoonDog is offline  
Old 03-27-2006, 11:59 AM   #19
ION3
Registered User
 
Join Date: Nov 2004
Location: Germany
Posts: 81
Update the Thread Name.
ION3 is offline  
Old 03-27-2006, 12:15 PM   #20
Nuclear hazard
born to contaminate!!1
 
Nuclear hazard's Avatar
 
Join Date: Mar 2004
Location: very south of Brazil
Posts: 2,204
did you removed those fences from the redemer room, so that you can go there iwth out transloc??
__________________
+++Hi, im a sig virus, please add me to the end of your sig and help me take over the world+++

Member of team UnrealSP

Battle for Na Pali. The unreal sequel that epic didnt made
CLICKY

I dont browse or post in this forums anymore, GO TO EPIC`S UT2004 FORUMS NOW
Nuclear hazard is offline  
Old 03-27-2006, 12:50 PM   #21
virgo47
Registered User
 
virgo47's Avatar
 
Join Date: Sep 2005
Posts: 131
If you mean a100 passage, yes, rails were removed. If you really mean deemer passage, it is gone. ;-)
virgo47 is offline  
 

  Atari Forums > All Games > Forum Archive > Unreal Archive > Unreal Tournament 2003/2004 > User Maps & Mods > Beta Releases

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off


All times are GMT -4. The time now is 10:22 AM.



Powered by vBulletin Version 3.7.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Copyright © 2000-2009 Atari Inc. All Rights Reserved.