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CTF-XV-ParkingLot

UT now belongs to the "old" Unreal as well. Supporting it for OpenGL and Sound its time to put up a board now.

Moderator: Buggie

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Neon_Knight
OldUnreal Member
Posts: 378
Joined: Tue Aug 25, 2009 9:02 pm

CTF-XV-ParkingLot

Post by Neon_Knight »

With the advent of Feralidragon's XVehicles (and Buggie's subsequent bugfixes and releases), I figured out it was time to take a very, VEEEEEEEEEEEERY old map from my dark past and try to de-suckify it a bit. And, OFC, add real vehicles to it. Here's the result.

BE AWARE THAT THIS MAP DOESN'T SUPPORT BOTPLAY AS OF A1.

Download link: https://www.dropbox.com/s/fg5egj8atuq3e ... 1.zip?dl=0
For those curious, this is the original map, for comparison: https://unrealarchive.org/maps/unreal-t ... 6e35c.html

PICS!
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Localization project coordinator/spanish maintainer

Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
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Neon_Knight
OldUnreal Member
Posts: 378
Joined: Tue Aug 25, 2009 9:02 pm

CTF-XV-ParkingLot-a02 released!

Post by Neon_Knight »

a02 released:
  • Zone names
  • Vehicle, weapon and item placement switched. (Open to suggestions on how to improve this)
  • Added bot pathing, first pass.
  • Opened two entrances behind the flags in order to get the lateral routes used.
  • Added two obelisks in the courtyards.
  • Overall lighting reworked.
  • Had to get rid of the upper billboards. Turns out making one just creates HoMs and invisible faces. Not worth the effort.
  • More minor and major changes I can't remember.
Download link: https://www.dropbox.com/s/hjofubmnpp93o ... 2.zip?dl=0
Pictures:

Localization project coordinator/spanish maintainer

Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
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