those who know me can read on, rest can leave....
i will stop mapping now, my current fun-project will be unfinished, no more maps for ut and NO maps especially for 2004!
my reasons...
UT is nice, fast & clean, but out of buisness...
and 2004?
well, lets have a look @ my 2004 story...
i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate this!i hate...
while playing siege3 online i get the feeling, that no one ever read the F3-stuff .... everyone was running around, no one even tried to hurry.... tz tz.
the best was the guy, firing rocket after rocket into the bomb on the tower hatch....but the timer wasn't activated so far :D
Siege]I[...
just playing DM and changed to this server:
unreal://213.230.204.64:7700
ok, liandri, 12 player....great.
most noobs, but ok...from -15 to +12 in 3 minutes...roger.
then Mr.friendly-admin wrote: Lord_M, quiet down please!
*pressing-the-say-roger-key* and play on....
and...*flash* 0...
Yep, another fun map.... damn, the first map with these extra-wow-unbelievable-great features:
-you can get to the final obj. by doing NOTHING :D
-bots can do this without one single pathnode
i really want to see this map on a server with more than 10 pl....arghl
download .zip ~200KB
So it has come to this... here it is, AS-Siege]I[ final!
full BOT AI included, new shot etc.
hope i found all bugs...
don't know if you vote it into the league....if you do, you can get a special
AS-Siege]I[AI version, without redeemer, bot path....
its quite fun to play against bots...
ok, this time i think there is no solution.... those f0cking triggers
short: is it possible to trigger (change) startpositions twice (not twice the same; means you have 3 different starting rooms)
long:
you got:
normal startpositions, initially active
2nd startpositions, initially...
~2,53 MB (.zip contains .umod)
Changes:
added a "aerial ropeway" (thx google-translation....), test it
again more light, less shadow
reduced polycount, around 5-10 fp/s more
all teamtriggers placed
THIS should be more final than ever beta before, hope its ok now... :o
tomorrow *look at the time*, äh, today last beta will be there for playtest.
me rebuild some structures, deleted this and that.....blabla.
result: around 5-10 fp/s more in the main yard
beta IV wont be a complete final, means zone-text missing etc., but playable as final.
final is...
~2,5 MB (.zip contains .umod)
alternative: non .umod file ~2,5 MB
Changes:
2nd objective spawn point moved
tele.to the main tower @ new position (platform a bit small....is on todo)
more light, less shadow
timebomb activated by attackers (in the start room) which blows up a hole...
how to build that:
team 0 activate a 45 sec. countdown (for explosions).
during this periode team 1 can stopp the countdown!
ok,
(team)trigger -> dispatcher with 45 sec. delay -> activate trigger2 -> explosion!
other (team)trigger -> toggle trigger2 off
but i think the...
how can i build that:
you got a button. press it and s.th. happen.
beside the button there are explosives. if you shoot them BEFORE you push the button they explode and the button is destroyed and you cant push it again.
i tried this:
making movable explosives triggered with...
yep, here it is, public beta II.
~2,4 MB
:mic: Please test it before read on....
Changes:
2nd objective moved to a new location (warehouse)
final objective now touchable from both directions (and replace with a better looking one...)
defender-tower: now there are 4 tele...
so, is it possible to change to a 2nd endcam?
means to show another scene (i know, endsequence time is not long, but only
for 3-4 sec.)
would be usefull
Final ~2,68MB .zip
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ok, here we go... i'm surprised ... so many who want a new siege
so i will start this project and name it AS-Siege]|[
(cause there is siege and there will be the new fixed...
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