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UT2k4-Maps-CBP/Help/AS-Thrust.txt
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- CBP1
- CBP2 vo1 1 & vol2
- UCBP 1 to 4
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AS-Thrust
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by Tynan Sylvester tynan@planetunreal.com
May 2004
Installation and Hard Data
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-Place AS-Thrust.ut2 in your /UT2004/Maps folder
-Place Ty_RocketSmeshes.usx in your /UT2004/StaticMeshes folder
-Place Ty_RocketTextures.utx into your /UT2004/Textures folder
Gametype: Assault
Recommended
No. of Players: 6-16
Time Frame in
Production: Circa February 20, 2004 to May 18, 2004
Number of
Internal Versions: About 48
Other Levels by
Author: DM-Lightfalls / DM-Nightfalls
DOM-Aphrodite
Commentary
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It's been a long time coming, but Thrust is finally complete. I feel a few words to mark
the occasion are in order.
This level was created for the Community Bonus Pack 2.
Issues
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All of the scripting in this map was done within the last bare week of production. The
Assault scripting system is very complex and detailed. The only way I managed to
finish even in the time I had was because of a huge stroke of luck: The guy who coded
the Assault gametype, Laurent "Shag" Delayen, used to be the lead coder on the UT99
mod Tactial Ops. I mapped for Tactical Ops. Contacts can take you a long way in this
business, it seems.
And thus, after much wailing and gnashing of teeth, and much pestering with questions,
I managed to get the whole deal scripted. Some parts of the trigger system are still
disorganized nightmares, but hey, they work.
Lighting
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I, personally, believe that too many Unreal maps are dark and dirty. It seems rare that
one will see a map that appears to have a beauty beyond technical excellence of the
designer. Complex, moody industrial scenes are fine up to a point, but eventually, I
always find myself hankering for something with a little more life. I've chosen to do
a sunset scene in this level, and I like to think it worked out well. In fact, it had better
have worked out well since I imported and compressed that sky more than ten times
before it looked right. Don't even ask me about getting the water surface to blend in
with the background.
I had fun with the point lighting on this one. Earlier versions didn't have any of the small,
blue point lights that appear in the final. Those were a last-minute inspiration which I feel
really "makes" the lighting in this map.
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
level of intelligence. It seems that the bot code for assault doesn't scale so well when
greater numbers of vehicles are added to the mix. The only way to make the bots use the
vehicles to get to an objective is to associate a single point on space (pathnode) with that
objective to which they must drive and then get out and continue on foot. One of the more
amusing problems occurs when vehicles start piling up at that point. A Goliath tank will
be blocking the spot and a bot will cruise up in a buggy and start valiantly trying to push it
out of the way, all the while absorbing bullets and rockets from the defending team.
I never did acheive optimal performance from the bots, but I like to think that it's as good
as possible with the botcode provided.
Credits:
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Concept Art.............................................................................. Tynan Sylvester
Geometry................................................................................ Tynan Sylvester
Lighting................................................................................... Tynan Sylvester
Pathnoding.............................................................................. Tynan Sylvester
Textures.................................................................................. Tynan Sylvester
Technical Testing.................................................................... Tynan Sylvester
Sky Render.............................................................................. Tynan Sylvester
Music...................................................................................... Epic Games
This Preamble......................................................................... Tynan Sylvester
Second Opinions / Gameplay Testing.................................... The CBP Team
All contents of AS-Thrust.ut2, Ty_RocketTextures.utx and Ty_RocketSmeshes.usx are copyright
Tynan Sylvester 2004. If you wish to host this file on the internet, you are free to do so, though
please mail me first at tynan@planetunreal.com.