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CTF_UT-FaceClassic - Final is out!
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Topic: CTF_UT-FaceClassic - Final is out! (Read 11925 times)
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Eagles_Arrows
Veteran
Posts: 1889
The Thread Killer
CTF_UT-FaceClassic - Final is out!
«
on:
July 09, 2006, 10:21:26 am »
CTF_UT-FaceClassic Version FINAL
By Eagles_Arrows
Blah
[OVERVIEW]
[SS1]
[SS2]
[SS3]
^Low-quality. Taken in v1.0
Map Size
: Medium
Player Range
: 8-12
Multitextures?
 Yes.
Custom Scenery?
 Yes.
Waypointed?
 Yes but bots don't use teleports.
Yay for teleports! My first map for the UT2k4 project. I used Anna's method to do the ground. Worked really well
Added some fog and set the flag areas to "ice."
The teleport on the first floors will work with Realistic on.
Ahh, selfish me. I forgot to thank Plonkoon for his special fx scenery!
[DOWNLOAD]
«
Last Edit: July 11, 2006, 05:11:14 pm by Eagles_Arrows
»
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"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals
iDante
Veteran
Posts: 1967
Re: CTF_UT-FaceClassic v1.0
«
Reply #1 on:
July 09, 2006, 10:27:32 am »
0.o
thats cool...
Really nice man...
It took me 3 tries to get the teleports going right, but then I learned how and its easy. Those provide a better way for the fc to get out = good thing.
«
Last Edit: July 09, 2006, 10:33:35 am by iDante
»
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Moirae
Major(1)
Posts: 29
Post for Absolution
Re: CTF_UT-FaceClassic v1.0
«
Reply #2 on:
July 09, 2006, 10:29:23 am »
Awesome work EA, I tried converting face a few months ago, but I stopped halfway. Good to actually see this map made.Â
- EDIT: perhaps we should do a Joint project inspired by UT sometime
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Vltava
Camper
Posts: 325
Mr Avocado
Re: CTF_UT-FaceClassic v1.0
«
Reply #3 on:
July 09, 2006, 11:08:41 am »
You are missing FaceClassic_Wall.bmp as well as FaceClassic_Earth.bmp in your .zip file.
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Eagles_Arrows
Veteran
Posts: 1889
The Thread Killer
Re: CTF_UT-FaceClassic v1.0
«
Reply #4 on:
July 09, 2006, 11:24:33 am »
Fixed. I can no longer trust the Deployment Wizard.
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"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals
Plonkoon
Veteran
Posts: 1022
I know Karate!....and several other Japanese words
Re: CTF_UT-FaceClassic v1.0
«
Reply #5 on:
July 09, 2006, 11:46:07 am »
Simple, but very nice. Of course, if teleports dont work in realistic I have no use for this map.
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40 Special Effects Scenery
Eagles_Arrows
Veteran
Posts: 1889
The Thread Killer
Re: CTF_UT-FaceClassic
«
Reply #6 on:
July 09, 2006, 05:50:12 pm »
Hey, teleports are never perfect, ya know. x3
Okay, final version is out.
Logged
"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals
R@NDOM
Soldier
Posts: 157
Banned
Re: CTF_UT-FaceClassic - Final is out!
«
Reply #7 on:
July 09, 2006, 06:40:51 pm »
Good Eagle, best UT map conversion I've seen so far, can't wait for your try on Deck16.
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-WildBill-
Camper
Posts: 360
Extra-Medium
Re: CTF_UT-FaceClassic - Final is out!
«
Reply #8 on:
July 09, 2006, 08:33:19 pm »
OOOH YEAH! I remeber FaceClassic now! man, excent work, with the texturing and everything! its also surprisingly accurate to the real map. it is pretty tough converting a 3D map into 2D...
btw. its Deck17, I think... or is it?
Logged
lol siggeh deleted for the 7th time! that's like a new record or something, ain't it?
viggoloniggolo
Camper
Posts: 364
maplord
Re: CTF_UT-FaceClassic - Final is out!
«
Reply #9 on:
July 09, 2006, 08:34:41 pm »
nice shading but face had a fall into space in the middle
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Please read the forum rules
Eagles_Arrows
Veteran
Posts: 1889
The Thread Killer
Re: CTF_UT-FaceClassic - Final is out!
«
Reply #10 on:
July 09, 2006, 08:36:21 pm »
Both Deck16 and Deck17 exist. Deck16 was introduced in UT'99 sporting a slime/toxic theme, while Deck17, from UT2k4, is Deck16's "hot" neighbor (if you get what I mean).
I know my UT pretty well B)
Vig: I'll try and make a hole in the middle when I release my UT2k4 mappack.
«
Last Edit: July 09, 2006, 08:41:19 pm by Eagles_Arrows
»
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"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals
-WildBill-
Camper
Posts: 360
Extra-Medium
Re: CTF_UT-FaceClassic - Final is out!
«
Reply #11 on:
July 09, 2006, 08:39:14 pm »
ah... lol. guess I was wrong...
oh and Tokara Forrest is kinda comin along... if you still remember lol
Logged
lol siggeh deleted for the 7th time! that's like a new record or something, ain't it?
Eagles_Arrows
Veteran
Posts: 1889
The Thread Killer
Re: CTF_UT-FaceClassic - Final is out!
«
Reply #12 on:
July 09, 2006, 08:40:56 pm »
Antalus is my next project, sorry
Logged
"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals
viggoloniggolo
Camper
Posts: 364
maplord
Re: CTF_UT-FaceClassic - Final is out!
«
Reply #13 on:
July 09, 2006, 08:42:26 pm »
why cannot you just modify your damn posts or something?
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jrgp
Administrator
Flamebow Warrior
Posts: 5037
Re: CTF_UT-FaceClassic - Final is out!
«
Reply #14 on:
July 09, 2006, 09:05:16 pm »
I like the shading, the scenery usuage, the texture, the poly placement, etc..
But the map just looks too dark.
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There are other worlds than these
SadistAtHeart
Global Moderator
Flagrunner
Posts: 636
golevka
Re: CTF_UT-FaceClassic - Final is out!
«
Reply #15 on:
July 09, 2006, 11:10:17 pm »
this was my favorite UT map back in the day
it also seems to make a great soldat map
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Wolf_Man
Camper
Posts: 348
I'm everything you're not watching.
Re: CTF_UT-FaceClassic - Final is out!
«
Reply #16 on:
July 09, 2006, 11:34:42 pm »
YOU CAN MAKE TELEPORTS!!!!!!
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Quote from: Demonic on May 20, 2009, 04:13:06 am
he has eyebrows of authority + 5. Are you kidding?
TDL
Soldier
Posts: 118
Re: CTF_UT-FaceClassic - Final is out!
«
Reply #17 on:
July 10, 2006, 03:57:46 am »
Nevermind got it to work.
Nice I suppose
«
Last Edit: July 10, 2006, 09:14:09 am by TDL
»
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Yumago
Major(1)
Posts: 44
Highly Corrosive acid!
Re: CTF_UT-FaceClassic - Final is out!
«
Reply #18 on:
July 10, 2006, 05:51:21 am »
You can get them to work without any kind of crashes or bugs (the ' jump -- *poof* -- *Squish* ' kind) in realistic mode, though. Make a line polygon (see attachment) and place it like in the example. You can change the spot (up/low) where your soldat'll appear by stretching the middle polygon one grid spacing up - compile - stretch it down - compile (the middle poly of the overlapping teleporter-polygon-line). And stretching it one grid spacing down - compile -stretch it up again - compile.
Remember, a teleporter will teleport you in the direction of the poly (Or... opposite The direction it had until you moved it back up. Might as well be reversed, but I can't be bothered to find that out.)
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Eagles_Arrows
Veteran
Posts: 1889
The Thread Killer
Re: CTF_UT-FaceClassic - Final is out!
«
Reply #19 on:
July 10, 2006, 08:28:53 am »
Thanks. I'll try it out when I get back home.
And more thanks to the comments
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"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals
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Official Soldat Forums
Soldat Maps & Mapmaking
CTF/INF maps
(Moderators:
Wraithlike
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As de Espada
,
Suowarrior
)
CTF_UT-FaceClassic - Final is out!