When? I am excited about seeing any news ones that get created by you guys.
IT takes time to make maps.
No! I'm Spamacus!
17th June 2003
Good maps that is. ;)
For now there are plenty of multiplayer maps and modes to last you until maps start being released on a regular basis.
Already on it im half way through making one for CoD and it big so i may make it into a CoD:UO map to but i would have only a couple of tanks and that! but i need a update or the new radiant to do this!:)
Us too, our latest map Arnhem-a bridge to far will be expanded to incorporate the neighboring town of Oosterbeck. Thats the trouble with the tanks, jeeps, and all that. The map has to be huge, without lag, and almost no glitches. In case anyone is wondering we have a version of Arnhem ready for release now, same layout as before but many new features. It has been reworked after extensive play. We realized that sniping was the main weapon and it got almost predictable. Spawn points, cover, more models it came out nice. We were thinking about releasing this one for UO now and work the tanks and jeeps in later when the new radiant/gradient is released. Yes we can release a map that will run with UO. I mean textures, weapons, models with the exeption of player driven models and such. I even think that we can make the new LMG or light machine gun mounted on window ledges with the old radient. All the weapon info is there in the pk3's. Mappers reading this might like to know that IW has released a FAQ for modding the game and it talks about the window mounts. read it here. http://www.iwnation.com/UO/FAQ/ As far as I know the new converter that will be in the updated radient/gradient will have incorporated the collosion hulls for player driven vehicles needed for building a .bsp. It's kinda weird, the vehicles are models but the actors in the vehicles are animated. Right now all you get is a model that you can walk through. Overall I think that the community will be impressed with the maps that will come out. They have modeled so much more detail. Then again big maps can't have many models due to the tris limits needed to sustain a lag free map. Too many triangles render slow, think of the map bocage, little laggy for everyone because the bushes that you walk through are models and there are a lot of them.
There is quite a lot of new scripting functionality, which has been added.
Cool. Hopefully we can now do a lot more stuff now.
i cant wait to get some UO custom maps that dont have so many vechiles.