BR-Boom Boom Bridge

This is a Bombing Run version of CTF-Boom Boom Bridge which is part of the Dead Cat CTF Map Pack!...

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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!

Click here to Enlarge 6264.jpg

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Readme
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: toonces@sti-dsl.net

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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Toonces


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toonces@sti-dsl.net http://deadcats.teamut.com


Registered 22nd September 2002

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