[DM] cores

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[DM] cores

Postby lda17h » Wed Nov 18, 2009 11:47 pm

Just a quick hack that mind remind the one or other of a UT99 map. It is in no way faithful to the original though. Just the general idea is the same..

EDIT: I made a youtube movie showcasing the gameplay on the map a bit. It shows all areas..

http://www.youtube.com/watch?v=vcH77-xiSm0

Make sure to click the HD button :D

Screenies:

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Download:

http://tapas.affenbande.org/maps-dl/cores_v1r7.pk3

EDIT: Updated the pk3 with radar and missing script
EDIT: Updated the pk3 to new version
EDIT: Updated the pk3 to new version (added detail work)
EDIT: Updated the pk3 to new version (added detail work, incorporated samual's comments)
EDIT: Updated the pk3 with a sound entity for the central core (what 50hz hum and a guitar multi fx board can do for you :))
EDIT: New release (v1r7) with a bug fix (ceiling bug).. I hope everything's allright now with this package..
Last edited by lda17h on Mon Feb 08, 2010 12:31 am, edited 7 times in total.
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Postby lda17h » Sat Nov 21, 2009 1:47 am

BTW: I need some editing help: The beams are endcaps with a shader that has

Code: Select all
surfaceparm nonsolid


Some projectiles seem to be able to go through. Players can go through them without problems, too.. But some projectiles are stopped by it. Basically everything except rockets from rocket launcher (but not from mortar) and fireball.. Nex, electro, mortar etc, cannot go through the beams. Which is a pity. Is there another surfaceparm i must set? Or is there an entity key which i can use to make the beams truly non solid?
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Postby k0jak » Sun Nov 22, 2009 5:58 pm

DM-Fractal? :P
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Postby lda17h » Sun Nov 22, 2009 6:13 pm

Ok, replaced the cylinders/endcaps with 8-sided brushes. Looks just as good and no more problems with projectiles. I also added some ladders and a connection from the shield to the fireball. The lighting there is intentionally dark as these are not your usual ways through the map..
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Postby lda17h » Sun Nov 22, 2009 6:14 pm

k0jak wrote:DM-Fractal? :P


Well, i was really thinking more of Liandri Central Core :D But fractal shares some properties, too, i guess..
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Postby k0jak » Sun Nov 22, 2009 7:26 pm

Liandri is probably my favourite map in UT, and this is deinitely not like it. More like fractal :D
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Postby lda17h » Sun Nov 22, 2009 8:16 pm

k0jak wrote:Liandri is probably my favourite map in UT, and this is deinitely not like it. More like fractal :D


Well you can say what you want. Liandri was my inspiration. I worked from memory, couldn't get the outer pathways like liandri without a reference and then just worked the thing in new ways from there. Heh, i just watched a video showing liandri and yeah, it is totally different ;) It just shares the thing in the middle (liandri had an elevator, i have a jumppad). The walkways around the central core and having some stuff outside of the central core area.. But that's also where the similarities end.. Have to take a look at fractal, too..
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Postby lda17h » Sun Nov 22, 2009 8:32 pm

k0jak wrote:Liandri is probably my favourite map in UT, and this is deinitely not like it. More like fractal :D


Deck and Liandri are probably my favorites.. And Morpheus ;) We already had deck and morpheus "remakes", so i wanted to create something that shares the kind of vertical action you could get in liandri..
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Postby Dokujisan » Mon Nov 30, 2009 8:50 pm

Just played it.
It's a pretty vertical map, so I don't think it's playable because of that detail alone.

offhand, I can't think of any successful maps with a vertical layout
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Postby Rad Ished » Tue Dec 01, 2009 11:32 am

Aggressor!, well to a degree anyway.
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