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Unreal Tournament 2004 16.03.2004

UT2004 "Team DeathMatch Map"

Карта-победительница Australia's eGames & Entertainment Expo в категории лучший мод.

--Intro--
A 4-8 player Team DeathMatch map with night and day
cycles. During the day, the map plays like a cramped
rocket arena. At night, the whole map opens up to all
players and the real fun begins.


--Description--
A lonely planet circling Hoedus II, a routine cleansing
mission in the periphery of Necris space. Your Cleaner
team has unearthed a clutch of vile Necris Blood-
thirsters. You have the advantage -- Bloodthirsters
cannot live in the light from the blue sun. Lure them
outside then finish them off.


--Rundown--
GAMETYPE: Team DeathMatch
PLAYERS: 4-8
BOT SUPPORT: Yes
CUSTOM MESHES: Yes
CUSTOM MATERIALS: Yes
COMPATIBILITY: No known problems.


--Features--
Unearthed uses a night and day timecycle. When playing
team games with this map, the Red team are Humans and
the Blue team are Vampires. Vampires cannot enter the
areas of direct sunlight or they will suffer damage.
Humans have the advantage of being able to travel any-
where at any time.

This unbalances the blue team. Try to play this level
using other mutators to offset this team balance, or
balance the teams with player distribution.

The day/night cycle is achieved using four new classes:
TriggerProjector, TriggerSunlight, TriggerZoneinfo and a
TimedTrigger to set off the trigger events every minute.
It's a hack. But it works okay. And maybe someone out
there will be able to refine the technique just in time
for realtime dynamic lighting to make it redundant Wink ;\)


--Update to v.2--
DM-Unearthed now sports better Bot pathing (they now go
everywhere that more advanced players learn to go) and
updated level design.

Most importantly, the time cycles are now displayed
properly on clients. Gentlemen, start your engines.


--Credits--
This map uses art assets from the UT2004 distribution,
as well as new content created by the author.

Thanks to the Vampires in Daylight team for their
help coming up with the concept, themes and ideas for
content to contain in the level.

Big thanks go to Mark 'MarZer' Gillard for creating the
DWeather packages. Without being able to read through
these and learn from them as a starting block I wouldn't
have gotten very far at all.
You can find these packages at www.marzerium.com/

Kind thanks to Wormbo for permission to include his
ClientMaterialTrigger classes (available from Unreal Wiki,
wiki.beyondunreal.com/)

Thanks to Damian Scott for his assistance. This level was
made as an assignment for a game development course, and
at the start of the twelve-week subject I had only
Photoshop and 3DSMax skills, rudimentary UED experience
and a lot of pluck. I'm no expert now, but I think this
shows the power of a great engine and a great tutor.

Oh, and thanks Epic. Nice game you've got there.

-- Mike Blackney

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