I took an old CTF map I made when I was in DcW and turned it into an invasion map.
I would LOVE to see it get some playtime on the server.
http://www.megaupload.com/?d=M4PZBZIG
DM-(DcW)-SpaceBase
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- KnaveSkye
- Staff Sergeant
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Unfortunately until Joeys' life settles down enough for him to spend time on the server again, no one else has the power to add maps. Just so you dont think you are being ignored on this one. :D
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- ZombieSlayer
- Second Lieutenant
- Posts: 2077
- Joined: Thu Nov 16, 2006 9:41 pm
Map looks nice and plays pretty well. I like how the weapons are placed. You should add a link though
However it won't be put on the server without under going some changes.
First off the little tunnel section in the middle needs to be twice as tall so the tall monsters (titans, queens, lucys, etc etc) can go through. Otherwise there will be lots of collision errors and the mobs will just stand there.
Second you need to place path nodes/navigation points in the map. Maps without path nodes (or too many) lag badly in invasion. The monsters don't know where to go. Each map needs to have a minimum of 75 path nodes (actually this can be lower depending on the map and layout of path nodes) to pass the map analyzer.
The map analyzer is a mutator Joey created to automatically check and remove maps that don't meet the criteria (ie 20+ player starts and 75+ navigation points (path nodes, health pickups, adren pickups) ).
As a matter of my opinion only, the chain fence dividing the map needs to go. It's very annoying :D
However it won't be put on the server without under going some changes.
First off the little tunnel section in the middle needs to be twice as tall so the tall monsters (titans, queens, lucys, etc etc) can go through. Otherwise there will be lots of collision errors and the mobs will just stand there.
Second you need to place path nodes/navigation points in the map. Maps without path nodes (or too many) lag badly in invasion. The monsters don't know where to go. Each map needs to have a minimum of 75 path nodes (actually this can be lower depending on the map and layout of path nodes) to pass the map analyzer.
The map analyzer is a mutator Joey created to automatically check and remove maps that don't meet the criteria (ie 20+ player starts and 75+ navigation points (path nodes, health pickups, adren pickups) ).
As a matter of my opinion only, the chain fence dividing the map needs to go. It's very annoying :D
If you lost your cd and have the old drive and have not reinstalled UT2004 or reformatted the drive, you can find your old cd key in the registry here ...
My Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Unreal Technologies\Installed Apps\UT2004
My Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Unreal Technologies\Installed Apps\UT2004
- ZombieSlayer
- Second Lieutenant
- Posts: 2077
- Joined: Thu Nov 16, 2006 9:41 pm
One thing I forgot to mention was that the player starts are too close together. Player starts also act as mob spawns so they need to be a little further apart.
Redo the tunnels in the middle (and add a link :D ) and re upload it. I'll play around with the pathing then
Redo the tunnels in the middle (and add a link :D ) and re upload it. I'll play around with the pathing then
If you lost your cd and have the old drive and have not reinstalled UT2004 or reformatted the drive, you can find your old cd key in the registry here ...
My Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Unreal Technologies\Installed Apps\UT2004
My Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Unreal Technologies\Installed Apps\UT2004