UT2k4 Maps

VCTF on UT2004

Having been an avid fan of this gametype in UT2004, I endeavoured to create some maps, this got the ball rolling for me in regards to mapping and I've thoroughly enjoyed the learning process so far : )

 

VCTF-CanalWarfare2k4

My last map for UT2004, I moved on to playing and mapping on UT3 after this. Was a huge learning experience for me, and was plagued with bugs, fortunately I managed to iron them out and finish it. I was really worried that it would never run fast enough on older machines, but after a lot of optimisation and stripping back on detail, it now runs really well. Action is fast paced, due to the fact the flags are quite close together, and quickly obtainable from spawn. The manta's provide a fast way of getting to the flag, and manta runs are possible, although difficult to achieve on full servers. More...

VCTF-DevilsPlayground

Quite a large map on the scale of things, and requires a lot of teamwork and co-ordination. The caves in each base offer footrunners a chance for some cover, and a large lava stream runs down the middle of the map, providing a natural hazard, which must be crossed by bridge or vehicle speed boosted ramps, or on foot via stepping stones. This map gave me lots of opportunity to understand particle system creation, with lots of smoke and fire dotted around the map. Attention to detail was a priority, and again getting the map to run well on older machines took some rather nifty trickery with terrains. More...

VCTF-Opal

Largely constructed using BSP and being part of my 'made in stone' theme, this map offered me a chance to learn all about zoning, and in particular how to optimise using zones, it was heavily influenced by other BSP based maps such as VCTF-Basically and VCTF-BinarySpace. Gameplay favours footrunners, and action is tight and complicated, with lots of routes for flagrunners. It's colouring is largely monotone grey, so red and blue players can be easily spotted, as well as providing some confusion! Lots of liftjumps and jump pads give this map a lot of z-axis action. Quite a few secrets dotted around the map too! More...

VCTF-Amethyst

This map started out as an experiment with BSP creation, and pushing it to it's limits without getting bugs. I was forced to finish it as it stands now, due to said bugs appearing. It's a complicated and somewhat abstract map, with lots of z-axis action. It was the predecessor to Opal and part of my BSP 'made in stone' theme. It proved to be quite fun with lots of people, which is good, as it was designed for 20 man VCTF servers. Lots of silly liftjumps, jumppads and teleporters to keep people on their toes, and loads of sneaky routes for flag runners, with plenty of opportunity for trick jumps. More...

VCTF-Fortified

This map was a good opportunity for me to learn all about triggers and doors, which are rarely used in VCTF. It was an attempt to bring something a bit 'Old-Skool' back into VCTF, and proves quite popular in online play. More...






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