This is a Bombing Run version of CTF-Boom Boom Bridge which is part of the Dead Cat CTF Map Pack!
The Changes (other than BR specific items) are: Mostly cosmetic fixes to the sky, the fire pits, and other areas to make the map run better.
To get this map, plus 3 other Bombing Run Maps by the same author in one map pack, click here!
Greetings, These are the Bombing Run Versions of the 4 CTF maps that are contained the Dead Cat CTF Map Pack. The Changes...other than BR specific items...are: BR-Car Park DCSE-XL: Major structural changes in the areas that were the flag bases. Jump Spots added by the pickup truck so the bots will not get stuck when they take the Keg-O-Health. BR-Acid Pipe DCSE-XL: Major structural changes in the upper cross-ramp to accomodate the bots and human players when fighting over the Ball Spawn. The only problem is that when the Ball goes into the acid or the fans, it takes about 10 second for it to return to the spawn point. I do not know how to adjust this time parameter yet. It's not all that bad, however, as it does give you time to scramble back to the spawn point if you know the ball is in the soup...so to speak. BR-Boom Boom Bridge DCSE-XL: Mostly cosmetic fixes to the sky, the fire pits, and other areas to make the map run better. BR-Lily Liver: Re-Textured most of the terrain and re-lit it to remove the strong gold tones that made the ball hard to see when it was loose on the map. IMPORTANT NOTE: Although all four of these maps are playable in Normal Gravity, all of them were expressly designed to be run on Low Gravity servers. Even Car Park is made for Low-G as many of the verticals are based on the height of the Low-G double-jump. The size of Acid Pipe and Lily Liver is intended to be an offset to the power and very long range of the new Translocator in Low-G. If you run these maps with the bots set to "Adept" or above, they will use all of the Jump Spots and translocate points. The XMaps.int is identical to the file in the CTF pack and will work with both versions of each map...i.e. - You do not need to swap them out to have menu descriptions for both the BR and CTF versions of the maps. To use the Dead Cat Bombing Run maps, please do the following: .1) Unzip the 4 .ut2 files into your ut2003\maps directory .2) Move or make a back-up copy of the XMaps.int file in ut2003\system directory .3) Unzip the XMaps.int into your ut2003\system directory after you've finished with number 2 above All 4 maps run extremely well, and lag-free, at 1280x1024 with all other settings turned up to maximum on my system. Athlon XP-1800 CPU Leadtek A250 GeForce4 Ti4600 512Mbs of DDR RAM Nothing is overclocked. Please send us some comments on the maps at: firstname.lastname@example.org Special thanks to Epic and DE for making a great game and a great...albeit slightly buggy...editor for us to play with. Thanks to Unreal Warfare for the vehicle meshes in BR-Car Park. Thanks to Zeratul for the original layout of BR-Acid Pipe. Thanks to Lord Crass for the original layout of BR-Car Park. ...and many thanks to Hobi-Wan for giving us the original version of BR-Boom Boom Bridge...Now get off your butt Dale and start making maps for UT2003! There are not enough words to thank all of our patient beta testers, very special kudos to Tack for telling us the truth even when it wasn't very pretty. -Toonces & Balefire
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