99 lines
4.9 KiB
Plaintext
99 lines
4.9 KiB
Plaintext
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AS-Thrust
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by Tynan Sylvester tynan@planetunreal.com
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May 2004
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Installation and Hard Data
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-Place AS-Thrust.ut2 in your /UT2004/Maps folder
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-Place Ty_RocketSmeshes.usx in your /UT2004/StaticMeshes folder
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-Place Ty_RocketTextures.utx into your /UT2004/Textures folder
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Gametype: Assault
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Recommended
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No. of Players: 6-16
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Time Frame in
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Production: Circa February 20, 2004 to May 18, 2004
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Number of
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Internal Versions: About 48
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Other Levels by
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Author: DM-Lightfalls / DM-Nightfalls
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DOM-Aphrodite
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Commentary
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It's been a long time coming, but Thrust is finally complete. I feel a few words to mark
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the occasion are in order.
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This level was created for the Community Bonus Pack 2.
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Issues
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All of the scripting in this map was done within the last bare week of production. The
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Assault scripting system is very complex and detailed. The only way I managed to
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finish even in the time I had was because of a huge stroke of luck: The guy who coded
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the Assault gametype, Laurent "Shag" Delayen, used to be the lead coder on the UT99
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mod Tactial Ops. I mapped for Tactical Ops. Contacts can take you a long way in this
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business, it seems.
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And thus, after much wailing and gnashing of teeth, and much pestering with questions,
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I managed to get the whole deal scripted. Some parts of the trigger system are still
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disorganized nightmares, but hey, they work.
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Lighting
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I, personally, believe that too many Unreal maps are dark and dirty. It seems rare that
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one will see a map that appears to have a beauty beyond technical excellence of the
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designer. Complex, moody industrial scenes are fine up to a point, but eventually, I
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always find myself hankering for something with a little more life. I've chosen to do
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a sunset scene in this level, and I like to think it worked out well. In fact, it had better
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have worked out well since I imported and compressed that sky more than ten times
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before it looked right. Don't even ask me about getting the water surface to blend in
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with the background.
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I had fun with the point lighting on this one. Earlier versions didn't have any of the small,
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blue point lights that appear in the final. Those were a last-minute inspiration which I feel
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really "makes" the lighting in this map.
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Idiotic Bots
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I spent a really long time wrestling with the bot AI trying to make it act with a marginal
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level of intelligence. It seems that the bot code for assault doesn't scale so well when
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greater numbers of vehicles are added to the mix. The only way to make the bots use the
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vehicles to get to an objective is to associate a single point on space (pathnode) with that
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objective to which they must drive and then get out and continue on foot. One of the more
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amusing problems occurs when vehicles start piling up at that point. A Goliath tank will
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be blocking the spot and a bot will cruise up in a buggy and start valiantly trying to push it
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out of the way, all the while absorbing bullets and rockets from the defending team.
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I never did acheive optimal performance from the bots, but I like to think that it's as good
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as possible with the botcode provided.
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Credits:
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--------------------------------------------------------------------------------
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Concept Art.............................................................................. Tynan Sylvester
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Geometry................................................................................ Tynan Sylvester
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Lighting................................................................................... Tynan Sylvester
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Pathnoding.............................................................................. Tynan Sylvester
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Textures.................................................................................. Tynan Sylvester
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Technical Testing.................................................................... Tynan Sylvester
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Sky Render.............................................................................. Tynan Sylvester
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Music...................................................................................... Epic Games
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This Preamble......................................................................... Tynan Sylvester
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Second Opinions / Gameplay Testing.................................... The CBP Team
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All contents of AS-Thrust.ut2, Ty_RocketTextures.utx and Ty_RocketSmeshes.usx are copyright
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Tynan Sylvester 2004. If you wish to host this file on the internet, you are free to do so, though
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please mail me first at tynan@planetunreal.com. |