I believe this is the first Custom ONS map released after 2004 came out.
Title :Icarus Plaza Version :1.0 Release Date :16th March, 2004 Filename :ONS-Icarus.ut2 Author(s) :Chris Blundell Email Address :firstname.lastname@example.org website :http://www.plutonicdesign.com Where to get this map :http://www.plutonicdesign.com (hosted at PlanetUnreal) Other levels by author : UT2003 CTF-Hypothermia DM-1on1-Rivalry CTF-Unearthed_SE (3rd place Best Level Original Content - Phase 1 "Nvidia $1,000,000 Make Something Unreal Contest" + CliffyB's OWNAGE!) UT CTF-Antagonism CTF-Urban Uprising (1st place AusUT contest) DM-Obsessive DM-Urban Terror DM-Compulsive CTF-Revenge DM + DOM-Frantic CTF-Event Horizon CTF-Conquet (1st place CTF category and 6th place best overall category of the "Make Something Unreal Contest") DM-Fool's Bravado (CliffyB's OWNAGE!) DM-Aggressive Tendencies ][ Tactical Ops TO-2-Bridge Strike Force SFTDM-Urban Terror Rune DM-Elemental Arena DM-Glacier (Runner-up for the Human Head Rune Mapping Contest) Unreal DM-Aggressive Tendencies (1st place in the Death Match category of the OzUnreal contest) DM-Portal DM-Terminal Intent DM + DK-Rifles and Rockets DM-Crossover DM-Wasted Playtesters :Thanks to the beta testing team: CliffyB, Lee Perry and the guys at Epic ================================================================ --- Play Information --- Game :Unreal Tournament 2004 Level Name :ONS-Icarus Single Player :w/bots New Sounds :No New Textures :yes New StaticMeshes/Models :yes NewUnrealScript :No HighDetail settings :yes (some SM decorations and emitters) Know bugs :None Recommended players :6 to 10 players --- Construction --- Editor used :UnrealED 3 Construction Time :3 weeks Installation ------------ *.ut2 file in the UT2004/Maps directory *.usx file in the UT2004/StaticMeshes directory *.utx file in the UT2004/Textures directory Extended description: -------------------- Soaring 3 miles above Earth’s surface, Icarus Plaza was designed to be the ultimate residential precinct. But like its namesake, ambition for the project exceeded caution. Even before the project was completed, significant structural flaws were detected and the buildings were abandoned. Author's Notes -------------- This map started as a concept generated while I was working on UT2004 as a contract level designer, but I didn’t get a chance to seriously work on it until February this year. So, why not release it as soon as possible after UT2004 hits the shelves in the US? My intentions for this map was twofold – firstly, to make an Onslaught map that relied on BSP and static meshes for its gameplay environment, and secondly, to create a map were ‘jumping’ the vehicles was a core component of the gameplay. Hence the ‘skyline’ theme seemed a logical choice. ;-) Creating a map such as this involved a unique set of challenges. I have presented below some advice - learnt through the kind support of CliffyB, Lee Perry and Steve Polge - for LDs interested in making ONS maps, particularly those based on BSP/SM. FlyingPathNodes When the paths are built, a cylinder is generated around each FlyingPathNode. The height and diameter of the cylinder is made as large as possible without colliding with anything. (To view these cylinders, right-click on any of the view option bars in UnrealEd and select Actors > Radii View.) When flying, the bots will try to fly between overlapping cylinders. Therefore, it is a good idea to: - keep each FPN as far away as possible from the BSP/SMs (without being ridiculous) - check the map after the paths have been built to see if the cylinders overlap When cylinders don’t overlap, paths are not generated. You will need to either move the existing FPNs or add more FPNs or use a forced path for each unconnected FPN (NavigationPoint > ForcedPaths). Paths between two FPNs need to be bi-directional, ie each FPN must have the other’s ObjectName as one of its ForcedPaths. RoadPathNodes The paths generated between RoadPathNodes will also affect how the bots drive around the map. White paths mean that all vehicles can pass easily; green means that the large vehicles can not pass easily (BTW blue paths are apparently too narrow for all vehicles). Hence, bots driving either the Goliath or Laviathan will not follow green paths. But bots will drive the large vehicles along ForcedPaths. So guess what? Yes that is right, you will probably need to use ForcedPaths for the ground-based vehicles as well! Using more RoadPathNodes on slopes also seems to reduce the incidence of 'green paths'. Having explained all that, bots are still capable of doing some truly inexplicable things irrespective how much time you send refining the PathNode network. ;-) Copyright / Permissions ----------------------- This level is copyright Chris Blundell, 2004 Authors may NOT use this level as a base to build additional levels. Custom Scripts, Static Meshes and Textures may not be used without authors permission. You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any other electronic medium that is sold for money without my explicit permission! You MAY distribute this level through any electronic network (internet, FIDO, local BBS etc.), provided you include this file and leave the archive intact.
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