More UT2004
Mar. 6th, 2006 12:09 pmFrom summer to winter and back to summer again, all in half a week. But the North Haugh still has snow on it - truly, it has its own climate. You know it's going to be a bad morning when you're drawing four-dimensional constructs on the whiteboard.
Enough floundering - I was rather disappointed with the final stages of UT2004. After Deck17, the clever sequel to one of my most disliked maps, the last level is a one-on-one fight on Hyperblast2. I liked the original Hyperblast - it wasn't exactly one of my favourite maps, but it was at least slightly suited to being a two-player arena. The sequel seems to have been scaled up enormously, with the result that it feels like you're running in slow motion and not getting anywhere at all. You can usually wander around getting tooled up for at least a couple of minutes before even sighting the opponent at all. First Blood shouldn't happen fourteen minutes into a match. And the result of said match shouldn't be 1 to -2. If everything was reduced in size by a factor of two it would probably be quite enjoyable.
And all that earned me about four seconds worth of end sequence, fortunately followed by some quite decent music that sounded like Kamelot might if they became even more pompous.
But after opening UnrealEd to touch a few things up and accidentally spending about six hours on it yesterday, I finished my own map. It's been named "Flying Fortress 1" in an attempt to overwrite the embarrassment of the original series, and as it happens it's available here (really, this time). It should run without any external texture packages or scripts or other impressive techy-sounding things.
The map consists of a collection of floating platforms above the void as before, with a decent "king of the castle" type area at the top which can be attacked by using the jump pad on the lowest level. I've tried to use weapons that don't have a lot of push to them, and UT2004 seems to throw players about far less than the original anyway, so falling off shouldn't be a huge problem unless you're unlucky (or just a bit rubbish).
Enough floundering - I was rather disappointed with the final stages of UT2004. After Deck17, the clever sequel to one of my most disliked maps, the last level is a one-on-one fight on Hyperblast2. I liked the original Hyperblast - it wasn't exactly one of my favourite maps, but it was at least slightly suited to being a two-player arena. The sequel seems to have been scaled up enormously, with the result that it feels like you're running in slow motion and not getting anywhere at all. You can usually wander around getting tooled up for at least a couple of minutes before even sighting the opponent at all. First Blood shouldn't happen fourteen minutes into a match. And the result of said match shouldn't be 1 to -2. If everything was reduced in size by a factor of two it would probably be quite enjoyable.
And all that earned me about four seconds worth of end sequence, fortunately followed by some quite decent music that sounded like Kamelot might if they became even more pompous.
But after opening UnrealEd to touch a few things up and accidentally spending about six hours on it yesterday, I finished my own map. It's been named "Flying Fortress 1" in an attempt to overwrite the embarrassment of the original series, and as it happens it's available here (really, this time). It should run without any external texture packages or scripts or other impressive techy-sounding things.
The map consists of a collection of floating platforms above the void as before, with a decent "king of the castle" type area at the top which can be attacked by using the jump pad on the lowest level. I've tried to use weapons that don't have a lot of push to them, and UT2004 seems to throw players about far less than the original anyway, so falling off shouldn't be a huge problem unless you're unlucky (or just a bit rubbish).
