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ut4_tohunga_b8 [BETA] Rate Topic: ****- 7 Votes

Fixed TS spawns (again) hehe

#1 User is online   QA Delirium Icon

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Posted 18 May 2009 - 04:35 AM

This is practically a quick update for ClanBase due to spawn issues :P
It includes.

  • new lighting color
  • more general details
  • various texture edits
  • spawn fixes (doors and positions)
  • New red bombsite position
  • other random goodies no one would except ;P


New Download link for ut4_tohunga_b8 (~18MB)

old screenies (similar-ish)
http://www.urbanterr...iew/toh_019.jpg
http://www.urbanterr...iew/toh_020.jpg
http://www.urbanterr...iew/toh_021.jpg
http://www.urbanterr...iew/toh_022.jpg


newer screenies
Posted Image
Posted Image


Your feedback on this is appreciated :)
Delirium

PS: Thank you to [51] for helping me out <3

This will be the only update for some time :P the next one will most likely be the last or one of the last

This post has been edited by Delirium: 02 October 2009 - 12:40 AM


#2 User is offline   QA RS| SubJunk Icon

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Posted 18 May 2009 - 05:00 AM

It's jump/slide-tastic

#3 User is offline   QA |ALPHA| CCCP Icon

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Posted 18 May 2009 - 05:59 AM

That looks very interesting Del ! Definitely has a nice feel to it, the colors are very nice and the textures go together very well ! Can't wait to see it in action.

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Posted 18 May 2009 - 06:01 AM

:-o :-o :-o can't wait to try it out, looks great  8-)

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Posted 18 May 2009 - 06:19 AM

wow really nice. do you need beta testers?

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Posted 18 May 2009 - 06:28 AM

Quote

wow really nice. do you need beta testers?

No, but if i did i would ask ;)

I will be having a public beta but not quite yet

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Posted 18 May 2009 - 07:03 AM

this is looking really beautful Del, also from the layout picture I can smell a REALLY successful team survivor map.
height differences,
flanking pathways,
wall jumping and sliding,
its got really good stuff going on and I can predict, it will become a popular map.

The only thing that is missing (if the pre-existant URT favorites are the only standard), is larger arena type areas that the routes flow into and out of, but I don't think that's going to make this map any less fun.

congrats!

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Posted 18 May 2009 - 07:16 AM

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The only thing that is missing (if the pre-existant URT favorites are the only standard), is larger arena type areas that the routes flow into and out of, but I don't think that's going to make this map any less fun.


could you go into more depth there please ? :D

thanks for the comments :P

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Posted 18 May 2009 - 09:25 AM

well on second look it seems as if the pathways themselves are quite large and open in some areas so that will compensate quite a bit. But what I mean by "open areas" is like in casa...there are 3 main arenas, connected in multiple places by pathways or smaller 2 way arenas:

Fountain
Patio
Market

all of these arenas have more than two ways into and out of them and they tend to be quite large...they create large chokepoints.

Your map seems to have mostly 2 ways to anywhere but thats ok because the ability to flank and come behind is relatively quick.

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Posted 18 May 2009 - 09:35 AM

I see what you mean, but i only designed this for ~5v5 TS :P but ill see what i can do after the feedback from the beta test

EDIT: Typo

#11 User is offline   Maj Icon

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Posted 18 May 2009 - 09:57 PM

I, quite literally, gasped when I saw those screenshots. Excellent use of textures especially how the grass fades into the rocks/gravel. I cant wait to give this a try.

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Posted 18 May 2009 - 11:13 PM

Yeah such good attention to realistic detail. Everything fits with the scene.

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Posted 18 May 2009 - 11:26 PM

Thanks guys, cant wait for your feedback from the beta test :)

So far im working on a wide range of things, one of them being for the jumpmode gametype in 4.2

Now you might be asking yourself WTF???

But, i've removed clipping from the roofs and other places and with lots of testing, placing the jump goals in unique places where they are hard to access through trick jumping

also there are things which are added in the jump gametype to help you get up there :P

Also, after the private beta test im hoping to get indoor spawns, but im not too sure how that will turn out,
plus i've read through millions of posts about peoples complaints of TDM spawns, and I've followed a technique from NulL where you place spawns in blocks of 4 in seperate places of the map, to avoid spawn camping.

CTF for one side blocks off a route so i have put a purpose bias which infact balances the flow (Thus not making it a bias)

TS has 4 groups of spawns.

FTL = Meh (who plays this, but its in there)

CAH is very intresting in this map, i've taken the CTF spawns and only placed 2 flags so you actually get to battle, rather than running around touching flags. (I think i might make it 1 flag instead of 2, not quite sure as yet)


FFA is as normal, with placed spawns around the map (Mostly in places where its not so open, and you can run straight into action)


EDIT: Typo

#14 User is offline   satiable Icon

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Posted 18 May 2009 - 11:39 PM

:-o :-o Lookin really good man!

Lol, I'm surprised no one mentioned about the bra. Hahahah n1! :lol:

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Posted 19 May 2009 - 06:09 AM

Quote

Lol, I'm surprised no one mentioned about the bra. Hahahah n1! :lol:


Pretty sure everyone is accustomed to it. It's in ut4_casa.  :-P

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