fragnbrag
12-10-2002, 05:02 PM
CTF-FNB-BoxesRuS-BETA1:
Located in the densly-packed future city, a revamped old warehouse is focal point of this CTF challenge. The game features each flag-base located on a heavily defended cargo loading deck, accessed by attackers thru a parking level or directly from the warehouse upper level loading bay - straight thru the line of fire from three sniper posts !!!!! A coordinated attack is desirable to making a successful grab (unless the defenders are caught napping on the job) and the only way back to your base is thru the infernal warehouse building.
Quite roomy and full of stuff, the warehouse offers a variety of paths for attack and escape: You can "dance across the rafters", ride on freight carriers, run the ramps, deek through the lofts or main floor or try your luck in access tunnels around the building perimeter. There's also some nasty stairwells and the "front-office" of each base to battle your way through.
Notes and recommendations so far:
1. Requires UT 436 + bp4.
2. Recommend 1g+ P3/P4/AMD + GF3/4/ati9700 for best results (I get 54-57fps avg with D3D on p4/gf3). I also ran it on an older p3/1g/gf2-64 in OGL and it lagged in a few spots, averaged 60-70fps (detonator VSync tweaked).
Map stats: 1000+ brushes, overall 1.8:1 nodes/polys, ?? zones (as many as practical :) Tried for >200-400 polys per scene, but have some 800+ poly bursts in some spots - the affect of which depends on the system - in my case usually a FR dip but nothing too bad.
3. This map is designed to support big CTF teams, I suggest 10+ per team anyway, 6 per team at a bare bones minimum...
4. Grabs i found were hard against godlike bots, well, for me anyway - i'm _ok_ but not a brilliant CTF player by any means - it'll be interesting to see how translocator-junkies navigate the map ;) For this BETA release I just used the auto-pathing in UEd2, this'll be redone after any route suggestions are implimented...
This is a beta map so I'm not finished with things like the skybox and some lighting, etc., I also have more deco and movers to add in but I'll wait till i get some feedback first.
This map configuration represents the big model - if need be, I can scale it down about a quarter - I don't think it's a particularly large CTF map anyway....
(Some screenies will follow shortly)
Please post feedback here or send comments and suggestions to fragnbrag@rogers.com
Many thanks in advance :)
PS: Check out my other map projects at http://members.rogers.com/fragnbrag
IF you see something you'd like to try then let me know and I'll dust it off and get it in here ;)
FNB
Located in the densly-packed future city, a revamped old warehouse is focal point of this CTF challenge. The game features each flag-base located on a heavily defended cargo loading deck, accessed by attackers thru a parking level or directly from the warehouse upper level loading bay - straight thru the line of fire from three sniper posts !!!!! A coordinated attack is desirable to making a successful grab (unless the defenders are caught napping on the job) and the only way back to your base is thru the infernal warehouse building.
Quite roomy and full of stuff, the warehouse offers a variety of paths for attack and escape: You can "dance across the rafters", ride on freight carriers, run the ramps, deek through the lofts or main floor or try your luck in access tunnels around the building perimeter. There's also some nasty stairwells and the "front-office" of each base to battle your way through.
Notes and recommendations so far:
1. Requires UT 436 + bp4.
2. Recommend 1g+ P3/P4/AMD + GF3/4/ati9700 for best results (I get 54-57fps avg with D3D on p4/gf3). I also ran it on an older p3/1g/gf2-64 in OGL and it lagged in a few spots, averaged 60-70fps (detonator VSync tweaked).
Map stats: 1000+ brushes, overall 1.8:1 nodes/polys, ?? zones (as many as practical :) Tried for >200-400 polys per scene, but have some 800+ poly bursts in some spots - the affect of which depends on the system - in my case usually a FR dip but nothing too bad.
3. This map is designed to support big CTF teams, I suggest 10+ per team anyway, 6 per team at a bare bones minimum...
4. Grabs i found were hard against godlike bots, well, for me anyway - i'm _ok_ but not a brilliant CTF player by any means - it'll be interesting to see how translocator-junkies navigate the map ;) For this BETA release I just used the auto-pathing in UEd2, this'll be redone after any route suggestions are implimented...
This is a beta map so I'm not finished with things like the skybox and some lighting, etc., I also have more deco and movers to add in but I'll wait till i get some feedback first.
This map configuration represents the big model - if need be, I can scale it down about a quarter - I don't think it's a particularly large CTF map anyway....
(Some screenies will follow shortly)
Please post feedback here or send comments and suggestions to fragnbrag@rogers.com
Many thanks in advance :)
PS: Check out my other map projects at http://members.rogers.com/fragnbrag
IF you see something you'd like to try then let me know and I'll dust it off and get it in here ;)
FNB