ut_reactor12

ut_reactor12
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ReadMe


Map: Reactor12
Game(s): Quake 3/Urban Terror
Game Type(s): DM,TDM/FFA,TDM,TS
Date: Summer 2002
Author: zkostik
Email: *******@*********.org
Website: www.calcgames.org
Ideal Player Load: 2-8 (6 players is the best though)


Notes:
Okay, this is my first map. Originally, this map was for Quake 3 but after I tried it in Urban Terror, it was even more fun. This
map was designed to be small and for a fast-paced gameplay and yet be somewhat realistic. The map puts you into a body of a reactor,
which one would imagine to be tall and not very wide. So, the map came out to have several tiers where all exept the top tier are linked
with the other side. All tiers on each side are also connected with a staircase. On the top tier hangs a reactor core which can be jumped on
in order to get to the other side of the map. On both sides of the reactor and on both sides of each staircase there are cooling towers filled with water till the level of the ground floor of the reactor and there are doors into each cooling tower from the ground floor and the top tier. The four cooling towers are also connected with large pipes which join into one main pipe that goes under the whole map and come out into another round pipe in the center of the map and directly under the reactor core. There is also another floor that goes around the center pipe and is underneath the ground floor. Also, I recommend playing this map in "Light Map" mode not the vertex shader which all, including me are using. In "Light Map" mode you can use all the dark corner and nooks the way they were supposed to be used. The map is a little too dark in "Light Map" mode though.

Quake 3 Specifics:
There are plenty of items scattered around the map including the BFG and Rocket Launcher. I tried to place all the items
evenly around the map, but of course there are some spots that were specially designed for those who like to hold on to good items ;)
The Quad Damage lies on top of the core and is very hard to get to withough falling down and taking damage. Though, its possible to get it
without using the Flight item. There's also a Mega Health hanging inside the reactor core and its possible to get it too without getting killed
by touching the core, for that you'll have to work on how you jump.

Urban Terror Specifics:
Since the map was build for Q3, you'll not be able to swim through the water pipe to the other end without taking minor
damage, in Quake 3 however, you can clearly swim way more since UT is more realistic. There shouldn't be a real need for swimming thorugh
the water pipe since there are not items in UT and pipe would most likely be used for jumping from high tiers. You'll also notice that pylons that hold all the tiers are slightly slanted, and even though you may not get in mind that this was done on purpose. If you jump onto the pylon correclty,
you'll slide down one tier without taking any damage and mastering this will give you a faster way down. No, on this map there's no spawn for a whole
team, so even in TS everyone will spawn at different place. Why? There are several reasons to that, main one is that this way this map plays better
and is also more challenging and there are not set spawn place to camp too. So, hopefully this works better. Anyways, there are other things you'll
notice and make use of yourself. Have fun!

Bots:
Bots use almost all of the map features the way they meant to be used and on high difficulty can be very challenging. Although UT bots act very lame
when they get into the water, in Quake 3 they use the pretty nicely. Bots also like to jump into the pipes and onto the reactor core a lot.

Spawns:
There are spawns on every tier, including the ground level. The spawn are closer to the reactor walls and a placed in a checkerboard pattern. The spawn locations help to preven camping in the cornels by the pylons because newly spawned players will appear right behind them.

Bugs:
All the overlapped brushes seem to be fixed. The automatic door gets you stuck sometimes when map is played in Urban Terror,
since doors are not hurt objects there. For some reason map info stored in ut_reacto12.arena doesn't show up, so if anyone knows why and
how to fix this, please help me out. Thanks.

Build Notes:
This map was built using Quake Army Knife 6.2, it has an overall LOD of 185 faces, 4200 faces visible, 47 lights and took around 9 minutes to build on a P3-800/384 RAM/WinXP. If you go into a spectator mode, you'll see that on the outside, level construction isn't too awesome. This however, doesn't affect the framerate becasue this part doesn't get rendered. As I learn more about mapping, I'll improve this.


I hope you like this map. Please drop me an email if you think this map is worth finishing (adding light fixtures, more details, rooms, etc.) or just what you think of it, either good or bad but please be constructive. I'd also apreciate any help on improving this map. Thanks for downloading!

Arena file


map "ut_reactor12"
longname "Reactor12"
type "ut_ffa ut_team ut_survivor"

Stats


File structure


scripts
    ↳ ut_reactor12.arena
    ↳ shaderlist.txt
    ↳ quark.shader
levelshots
    ↳ ut_reactor12.tga
maps
    ↳ ut_reactor12.bsp
    ↳ ut_reactor12.aas
textures
    ↳ sfx
    ↳ sfx/tesla1.jpg
    ↳ sfx/proto_zzztblu3.jpg
    ↳ sfx/electricslime.jpg
/ut_reactor12.txt

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