ut4_island

ut4_island
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ReadMe


ut4_island


Game: Urban Terror
Map name: Island
Version: Alpha 0.2
Date: 2007-07-29
Map file: ut4_island.bsp
Author: Sleepingguy
Email: **************@*******.com
Web: none
Author English speaking: really poor (forgive me !)

Warning:

This is a alpha release and this is my first map for UT. My only experience on maping was with DukeNuken
and Unreal games and it was only for my pleasure. This is the 1st time i release something. Feel free to
send me feedbacks, Just be cool. My aim is just to make the community happy with a playable CTF map.


Version history:

- Alpha 0.1: 1st pub release

- Alpha 0.2:
- Support FFA mode by:
* adding several spawn points for none team gametype
* Mr Sentrys won't appear in non team gametype (catapult free for everyone)
- Breakable windows: All transparent windows are now breakable
- A lot of work has been done to add location information on the map (for radio/team messages)
All "regions" in blue side of the map are printed in blue, red print for red side region, white for neutral regions (center tunnel...)
- Catapult make sound i want now not the default jumppad sound.

- Alpha 0.3:
- Weaponclip instead of playerclip around model to block bullets too !
- Mr Sentry ajust for not firing on the edge of spawn near catapult
- Catapult spawn retouched
- Invisible wall to avoid ennemy jumping on catapult from red roof catapult
- Correction: wall not in junction with ground, texture missing .....
- More tree near blue flag to protect from visibility on red wall
- Ship model in water
- house corrected, model added
- Ladder on one of the house. You can put a nade in the fire place from here
- Undergound begin and partially accessible.
- lot of time to smooth terrain. Ouch that was hard

- Alpha 0.4:
- Great improvment for catapult jump. Really easy now. Go on jumppad and press jump, or try to go forward.
(The jump was difficult [leemings jump] because the making was an 1 direction only jump. Now there is 2
parts in the jump and it allow me to decompose it in 2 directions. 1st a very short up then forward.)
- Complete rebuilding of the top of the hill. Look much more better (well i think so :-) )
curve corner,water, grass ....
- Add great models from rayne (*****************@*****.com http://www.blackrayne.net)
- LighHouse on small island
- House
- Plants etc... on terrain and in grass on top of the hill (they move witrh the wind, great models!)
- Light improvment in 1st level underground.
- Light improvment in red tunnel.
- Windows in the wall to watch people going underground.
- Darker picture at levelshot.
- Terrain smooth in some part.


Desc & Features:

- Desc:
This is an island separated in 2 sides by a big stone wall surrounded by 2 small island on each side.
This map is not a small one but it is not a huge map, just a bit big but i wanted it that way.
To compensate the big size, I have managed to put 2 catapults on each side to launch the player to the
mid wall quickly. Mr Sentry will take care of ennemy player trying to use catapult to return with flag.
This map is intentionally not exactly symmetrical.
ex: 2 catapults on each side but not in same room and same place.
The great mid wall is in 2 parts but not exactly the same....
The part closer to respawn for a team is more easaly accessible and protectable.
......
- fur texture (shader thing) from real looking grass (watch closer the grass on top of island)
- Sky with sun projection
- Water
- Island Terrain
- bridge between main island to smaller one.
- underway into 1 part of the great mid stone wall.
- ladder
- I finaly make the old gratelamp working with the moving flames.
- transparent windows (breakable)
- 5 kinds of trees
- Jump (catapult: care of your health, if too low you will crash on the catapult)
- sounds

On Dev:

- Doors/trap instead of breakable stuff....
- Teleport
- location trigger and/or target location to be continued .....
- Underground level (no accessible in the map but the region is done)
- scream when falling from great wall. (easy but just not done in this release)
- better textures and structures.
- your suggestions and feedbacks will be take has great sources for mapping if you give me some.

What must be done but i don t know how:

- Catapults should move.
- smoothing terrain in some place.
- Sky: i wanted a sky texture like in the game "Halo" on the island map. A ring world. If someone
can help me doing that i will be gratefull. My trying where horrible so i let it go to a
futur release.
- your ideas !


Acknowlegments


- Urban Terror team for this mod I can't stop playing since so many years.

- "a wily Duck" for mapmaker2 kit and tha dev map.

- ut_superman_beta3 which learn me how to make jumps.

- Cubemapgen from ATI for part of sky making.

- EasyGen for terrain.

- Models from Rayne (*****************@*****.com http://www.blackrayne.net)

- Shaders,textures have been heavaly taken from existing ut4 .pak and all the maps inside.
plus free texture generating tool Genetica Viewer 2 from
http://www.spiralgraphics.biz/viewer/index.htm

- id Software for Q3

- Www for all the hours of search for technics/textures/shaders/turorials
- Fur texture for grass "real" looking has been learned from here and heavaly tested
http://sylvain.douce.club.fr/tipsq3map2.html
© 2003-2006 Sylvain 'CH4NDL3R' Douce
In french but worth checking.
- Sky has been directly taken and modify from here http://www.richdiesal.map-craft.com/darthg/Shaders_365/Lesson3/sh365lsn3.htm
Also or of infos to in RichDiesal's JK2Radiant Mapping University
http://www.richdiesal.map-craft.com/tutorials/index.html
- Tutorial for radiant translated in french by bob_le_roux.
http://led.9online.fr/Tuto%20d%E9butant.htm#_Toc50434691
(english at: http://www.wolfensteinx.com/surface/tutorials.html)
Mainly for wolfenstein3D but i learned a lot there.
- Quake3 World Mapping ressouces:
http://www.quake3world.com/ubb/Forum6/HTML/013172.html
- Level Art Design by Tud
http://www.levelart.net/article_releasechecklist.html
- SweetnutZ Urban Terror mapping Tutorials
http://www.twisted-strand.com/ut_tutorials/

- /me for taking the time to learn mapping wich is a frustrating thing !

Copyright /me

Arena file


map "ut4_island"
longname "Island (Alpha 0.4)"
type "ut_ctf ut_ffa ut_team ut_survivor ut_follow ut_cah"

Stats


File structure


scripts
    ↳ ut4_island.arena
    ↳ _sgobjs.shader
sound
    ↳ _sgobjs
    ↳ _sgobjs/catapult.wav
    ↳ world
    ↳ world/jumppad.wav
    ↳ misc
    ↳ misc/windfly.wav
levelshots
    ↳ ut4_island.jpg
/ut4_island.txt
env
    ↳ sgskybox3
    ↳ sgskybox3/sgsky3_ft.jpg
    ↳ sgskybox3/sgsky3_lf.jpg
    ↳ sgskybox3/sgsky3_dn.jpg
    ↳ sgskybox3/sgsky3_up.jpg
    ↳ sgskybox3/sgsky3_bk.jpg
    ↳ sgskybox3/sgsky3_rt.jpg
maps
    ↳ ut4_island.TGA
    ↳ ut4_island.bsp
models
    ↳ furniture
    ↳ furniture/closet.md3
    ↳ furniture/chair_02.qc
    ↳ furniture/book_shelf_2.md3
    ↳ furniture/closet.jpg
    ↳ furniture/planks01.jpg
    ↳ furniture/chair_01.jpg
    ↳ furniture/piano_01.md3
    ↳ furniture/book_shelf_1.qc
    ↳ furniture/table_01.md3
    ↳ furniture/barrel1.md3
    ↳ furniture/table_01.jpg
    ↳ furniture/barrel1.jpg
    ↳ furniture/chair_02.jpg
    ↳ furniture/chair_01.md3
    ↳ furniture/book_shelf_1.md3
    ↳ furniture/barrel1.qc
    ↳ furniture/piano_01.jpg
    ↳ furniture/chair_02.md3
    ↳ furniture/table_01.qc
    ↳ furniture/piano_01.qc
    ↳ furniture/closet.qc
    ↳ furniture/chair_01.qc
    ↳ furniture/book_shelf_2.qc
    ↳ mapobjects
    ↳ mapobjects/br_ship
    ↳ mapobjects/br_ship/br_sail1.jpg
    ↳ mapobjects/br_ship/br_ship5.jpg
    ↳ mapobjects/br_ship/br_ship.md3
    ↳ mapobjects/br_ship/br_ship7.jpg
    ↳ mapobjects/br_ship/readme.txt
    ↳ mapobjects/br_ship/br_ship2.jpg
    ↳ mapobjects/br_ship/br_ship6.jpg
    ↳ mapobjects/br_ship/br_ship1.jpg
    ↳ mapobjects/br_ship/br_sail.jpg
    ↳ mapobjects/br_ship/br_ship4.jpg
    ↳ mapobjects/br_ship/br_flag1.tga
    ↳ mapobjects/br_ship/br_ship3.jpg
    ↳ mapobjects/br_ship/br_sail2.jpg
    ↳ mapobjects/br_ship/br_ship.qc
    ↳ mapobjects/gratelamp
    ↳ mapobjects/gratelamp/gratetorch2.jpg
    ↳ mapobjects/gratelamp/gratetorchbig.md3
    ↳ mapobjects/gratelamp/gratetorch2b.tga
    ↳ mapobjects/gratelamp/gratelamp.md3
    ↳ mapobjects/gratelamp/gratetorch.md3
    ↳ mapobjects/wallhead
    ↳ mapobjects/wallhead/femhead.md3
    ↳ mapobjects/wallhead/femhead3.tga
    ↳ mapobjects/wallhead/wallhead02.md3
    ↳ mapobjects/wallhead/lion.md3
    ↳ mapobjects/wallhead/femhead4.tga
    ↳ mapobjects/wallhead/tongue.tga
    ↳ mapobjects/br_weedspak
    ↳ mapobjects/br_weedspak/br_weed4.qc
    ↳ mapobjects/br_weedspak/br_weed6.md3
    ↳ mapobjects/br_weedspak/br_weed1.tga
    ↳ mapobjects/br_weedspak/br_weed2.md3
    ↳ mapobjects/br_weedspak/br_weed3.md3
    ↳ mapobjects/br_weedspak/br_weed2.qc
    ↳ mapobjects/br_weedspak/br_weed6.qc
    ↳ mapobjects/br_weedspak/br_weed9.tga
    ↳ mapobjects/br_weedspak/br_weed8.qc
    ↳ mapobjects/br_weedspak/br_weed6.tga
    ↳ mapobjects/br_weedspak/br_weed1.md3
    ↳ mapobjects/br_weedspak/br_weed4.tga
    ↳ mapobjects/br_weedspak/br_weed7.tga
    ↳ mapobjects/br_weedspak/br_weed5.tga
    ↳ mapobjects/br_weedspak/br_weed8.md3
    ↳ mapobjects/br_weedspak/readme.txt
    ↳ mapobjects/br_weedspak/br_weed7.qc
    ↳ mapobjects/br_weedspak/br_weed8.tga
    ↳ mapobjects/br_weedspak/br_weed5.md3
    ↳ mapobjects/br_weedspak/br_weed3.tga
    ↳ mapobjects/br_weedspak/br_weed3.qc
    ↳ mapobjects/br_weedspak/br_weed7.md3
    ↳ mapobjects/br_weedspak/br_weed2.tga
    ↳ mapobjects/br_weedspak/br_weed4.md3
    ↳ mapobjects/br_weedspak/br_weed5.qc
    ↳ mapobjects/br_weedspak/br_weed1.qc
    ↳ mapobjects/tree2
    ↳ mapobjects/tree2/branch2.tga
    ↳ mapobjects/tree2/trunk2.tga
    ↳ mapobjects/br_building1
    ↳ mapobjects/br_building1/br_house2.jpg
    ↳ mapobjects/br_building1/br_house1.md3
    ↳ mapobjects/br_building1/br_house1.jpg
    ↳ mapobjects/br_building1/br_roof1.jpg
    ↳ mapobjects/br_building1/br_house1.qc
    ↳ mapobjects/br_lanterns
    ↳ mapobjects/br_lanterns/br_lantern1.jpg
    ↳ mapobjects/br_lanterns/br_lantern2.md3
    ↳ mapobjects/br_lanterns/readme.txt
    ↳ mapobjects/br_lanterns/br_lantern1.qc
    ↳ mapobjects/br_lanterns/br_lantern2.jpg
    ↳ mapobjects/br_lanterns/br_lantern2.qc
    ↳ mapobjects/br_lanterns/br_lantern1.md3
    ↳ mapobjects/br_lighthouse
    ↳ mapobjects/br_lighthouse/br_lighthouse2.jpg
    ↳ mapobjects/br_lighthouse/readme.txt
    ↳ mapobjects/br_lighthouse/br_lighthouse.md3
    ↳ mapobjects/br_lighthouse/br_lighthouse.qc
    ↳ mapobjects/br_lighthouse/br_lighthouse.jpg
    ↳ mapobjects/barrell
    ↳ mapobjects/barrell/sides.jpg
    ↳ mapobjects/barrell/readme.txt
    ↳ mapobjects/barrell/top.jpg
/readme.txt
textures
    ↳ _sgobjs
    ↳ _sgobjs/BreakMe.jpg
    ↳ _sgobjs/sand.jpg
    ↳ _sgobjs/trevift.jpg
    ↳ _sgobjs/terrain.jpg
    ↳ _sgobjs/trunk2.tga
    ↳ _sgobjs/sandwet.jpg
    ↳ radiant
    ↳ radiant/notex.tga
    ↳ fur
    ↳ fur/grass_base.tga
    ↳ fur/grass_fur.tga
mapskins

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