Hydro-power dams have proven to be a favoured battle place in the tournaments. Now here's the ultimate one - a previously undiscovered piece of antiquity, nestled in the middle of a beautiful, rolling valley.
Now revived, no longer is it the harmless creator of power... but the perfect CTF killing ground.
================================================================ Title : Hydro 64 Version : 1.0 (For UT2004) File Name : CTF-Hydro64.ut2 Author : Cory 'SpoonDog' Spooner Email Address : firstname.lastname@example.org Web Page : http://spoondog.beyondunreal.com ================================================================ Files : CTF-Hydro64.ut2 Credits : Huge credit to Mithra Pattison, AI coder from Perception, for diving into the code to help me find a way around a major bot problem - wouldn't be fixed if not for the help! Thanks to everyone at Perception for helping test, especially Alex/Lord_hades for giving me some feedback on the initial layout and doing the trick jumps for the video! Thanks to John from Mapraider, Neoduck & Fordy for beta testing! Other maps : Too many to be bothered putting 'em in here : (Just visit my website - see above) --- Construction --- Editor(s) used : UnrealEd, Photoshop, 3DS Max. --- Installation --- To install the map, unzip the files to the following directories: .ut2 files to UT2004\Maps --- Description --- Hydro-power dams have proven to be a favoured battle place in the tournaments. Now here's the ultimate one - a previously undiscovered piece of antiquity, nestled in the middle of a beautiful, rolling valley. Now revived, no longer is it the harmless creator of power... but the perfect CTF killing ground. --- Notes/Stuff You Dont Need To Know But Should Read Anyway --- I did a write-up on the map - basically how I went about constructing the level from start to finish. You can see it here: http://spoondog.beyondunreal.com/WayOfHydro_01.html First of all, as there's often some confusion - this is NOT a remake of Hydro 16 - some UT1 players might vaguely recognise the layout - it was based on a UT1 map I did, CTF-Hydro32 (which was intended to be a "sequel" to Clawfist's awesome Hydro16). I took the feedback from that and improved upon the original layout, and put up a BSP layout version for testing. Thanks to some guys at UP, I got enough feedback to let me make a few tweaks and get started on the real map. Quite a way into the actual development, I realized it's actually quite a behemoth of a level - quite a few unique rooms and such... but with a few late nights and a few *cough* sick days *cough*, I was able to chisel my way through it in a few weeks. To be honest, unlike a lot of my other 2k3/2k4 maps, I'm very happy with how this one turned out. It looks decent, plays decent, and I was also able to get the bots to use the map almost exactly how I wanted them to! I was going for a more "realistic" than usual look - it still looks "Unreal" to an extent but the lighting was meant to simulate real lighting a bit more, kinda like HL2 with it's radiosity and such. Hopefully the map should cater for the both the casual and the competitive players. Have fun! :) That's enough... This level and it's meshes/textures are copyright Cory 'SpoonDog' Spooner, July 2005.
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