HOME | DD

Published: 2013-08-01 23:57:08 +0000 UTC; Views: 478; Favourites: 0; Downloads: 0
Redirect to original
Description
Game: Unreal Tournament 1999Gametype: Symmetrical Vanilla CTF
Name: CTF-Drainage
Filename: CTF-Drain
Music: Botpack #10
Description: Under the highway lies two opposing factions!
This is my very first CTF map for the original Unreal Tournament, designed as an under-the-highway
CTF map between two urban areas, inspired by the under-the-highway brawl scene between the Sharks and
the Jets from the movie West Side Story.
Each of the bases are emptied water storage houses, completely symmetrical, connected by the outside drainage area,
and an underground junction annex housing the shieldbelt and invisibility.
The most interesting part of the map is the outside area, housing the namesake drainage pools, each holding a superhealth
underneath the minigun/miniammo metal bridges, separated between two bridge supports which hold a udamage each.
A redeemer can be found on each of the fenced in dirt ledges on the sides of the outside area, perfect for clearing out the
enemy flag room if an attacking player can make it that far, and for a high ground escape back to base, prior to collecting
the sniper rifle/ammo and the 50 armor on the wooden planks by the upper doorway.
This map has held several problems over the development cycle, BSP errors(such as players falling out of the map's
geometry and cratering), a few bot pathing hiccups here and there, Red human players spawning in the Blue
base for no reason at map start of all things, and the like plaguing its various versions.
I have yet to find these problems and fix them, but as I keep troubleshooting, I begin to realize that the map's
problems possibly can't be fixed without drastically overhauling the map's architecture and basic geometry.
...If only UT99 could use static meshes with unique collision shapes like the later games...*sigh*
Related content
Comments: 3
CatalanoMedia [2013-09-21 14:32:02 +0000 UTC]
So why did you use the ut99 editor?
Why not a later version?
👍: 0 ⏩: 1
CyrusLyte In reply to CatalanoMedia [2013-09-22 20:12:57 +0000 UTC]
Mostly to get a feel for the original UnrealEd and Unreal Engine 1, before going into the more up to date(and more complex in features and scope) engines/editors.
I'm learning how to understand the way Unreal level geometry works, the way UnrealEd 'builds/compiles' the map and understand how to use/manipulate the brushes to make those (at the time) BSP heavy maps seen in the original UT, with the intention of utilizing and combining this knowledge with the additions of later engines(like static meshes, occluders, heightmap based terrain, and non BSP collision hulls) to create better balanced, better designed and better looking maps in not just Unreal Engine 1, but for every subsequent engine Epic releases, as well as any other game engine I come across. It's the thought of taking tiny steps, learning and taking to heart what/how others have done using the least recent software, mastering what they've been able to do back when UT99 was considered cutting edge, and repeating the process for each of the subsequent engines to gain experience in map design.
👍: 0 ⏩: 1
CatalanoMedia In reply to CyrusLyte [2013-09-23 20:14:35 +0000 UTC]
Great idea.
People said UT2kwhatever lacked variety cause of it's heavy reliance on static meshes.
For UT3, I think I remember Epic saying the used BSP for everything at fist, then built the static meshes according to the measurements.
-Cause they made the static meshes while making the maps for ut2kwhatever, but they encountered problems aligning them near completion.
👍: 0 ⏩: 0