Improvements in the final version: - Major Crowd Cutbacks to increase CPU Performance - Restored Center Stage Cams Collison Properties - Removal of triggered sounds "FlakMonkey - ComboWhore - HolyShit" so as not to disclose player locations. - Various Background sound changes
Improvements in 2.0: - The maps own unique static mesh file so as to not conflict with other maps using the original SC-Intro_Mesh file. - Announcers will not overlap when background sounds recycle after approx. 20 mins. - Music changes after background sounds recycle - approx. 20 mins. (Great for matches set at 20 mins for heightened atmosphere in the event of Sudden Death Overtime) - Got rid of straggling fans under stands
Little is needed to introduce this map. Look at the screeines, and remember the first time you started UT2K3. This map is a conversion of the intro cut-scene into a standard DM map. I say standard, but this map is anything but.
Some serious detail went into developing this, and it shows. This thing reeks of style. Great attention to detail brings this map to life. From the pyrotechnics, to the great placement of the 'deemer, to the announcer, to the crowds, ...I could go on and on. You can't help but drool when you play. As for that, gameplay is fast and furious. From the confined underground area, to chasing an errant bot through the crowd with flack flying, to getting on the center platform and rising above the crowd. And as for secretswell, lets just say the author outdid himself, but I'll give you a few hints. Hit the "u" key to get the center platform to rise, it will come back down on it's own, just listen to the crowd counting down. As for the rest of the goodies, you're on your own...but keep your eyes open.
Weapon placement is great, with the standard fair being easy to lay hands on, but the good stuff will require a bit more effort to obtain. The one problem I had was with the lifts. Use some caution, as they can gibb you quick if you are not in the center. All in all, this map is a great combination of playability and eye candy. Download it, and I am sure you will concur.
He he he, in all your excitement rAz, your forgot to give this map a rating. Don't worry, I want a piece of this map too, so I'll do that for ya ;) Like he said, this maps got flash bang boom and alot of it. Heck, first time you come up the lift and trigger the pyro, gives you a good old fashioned feeling inside. This map is great for 4 to 6 players, although, with all the crowd space, theres room for more. This map raises the bar. --PhilPhoenix
The following screenies were taken on Pro-Filer's crappy P4 1.3 - 256 RAM - GEForce3, all settings are on high, and I do mean ALL settings. Running at 1024x768 32 BIT. Full size screenies are sized down to 800x600. That's why I got such crappy FPS as you can see in the screenshots. Anyway, enjoy them!
Coming soon: Special Edition!
DM-STAGE1 - the UT2003 single player intro map conversion by Smoke Ring Halo Final Version FINAL IMPROVEMENTS Major Crowd Cutbacks to increase CPU Performance Restored Center Stage Cams Collison Properties Removal of triggered sounds "FlakMonkey - ComboWhore - HolyShit" so as not to disclose player locations Various Background sound changes 2.0 IMPROVEMENTS: The maps own unique static mesh file so as to not conflict with other maps using the original SC-Intro_Mesh file Announcers will not overlap when background sounds recycle after approx. 20 mins. Music changes after background sounds recycle - approx. 20 mins. (Great for matches set at 20 mins for heightened atmosphere in the event of Sudden Death Overtime) Got rid of straggling fans under stands Original FEATURES: Enough different background sounds to fill over 20 minute matches Bot support (though they will jump into the center pit if no powerups are available) Many Triggered Special Effects Crowd Counts Down Middle Stage's Return Enhanced Karma Meshes RECOMMENDED: This map is CPU heavy. I trimmed it down to run fine on my PC. 1.3 P4 - TI4600 NVIDIA - 640 RDRAM - Anything less and it may be choppy - I wouldn't know. There are many background sounds added - I recommend music volume at .35 and no higher. Recommend uninstalling previous version to avoid potential problems down the line. KNOWN BUGS / ISSUES: Sometimes the Side Entrance Stages don't light up upon entering - I can't find any other explanation why - other than the effects being very CPU dependent at that particular moment. The Fans holding signs disappear when you touch them - ??? (Discovered by Pro-filer) TO INSTALL: 1) Extract the DM-Stage1-Final.ut2 file to your UT2003/maps folder 2) Extract the srhultarena.utx file to your UT2003/textures folder 3) Extract the whiners.usx file to your UT2003/StaticMeshes folder TO UNINSTALL: 1) Remove the DM-Stage1-Final.ut2 file from your maps folder 2) Remove the srhultarena.utx file from your textures folder 3) Remove the whiners.usx file from your StaticMeshes folder NOTE: the srhultarena.utx has been unchanged and is used by all versions Remove it only if you are not planning to keep any version. the whiners.usx is used by both DM-Stage1v2 and DM-Stage1-Final remove only if not planning to keep either version. IN CLOSING: This project has taken alot longer than expected - 4 UNrealEd Breaks later (and a total rebuild) its finally finished. I wanted to keep true to the original feel of the intro and yet make it a down and dirty deathmatch arena. I hope you all enjoy it and you can look forward to the CTF version very soon. Check out my tunes at www.mp3.com/smokeringhalo The CD will be out shortly - SMOKE RING HALO
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