CTF-XV-ClockTowers

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Buggie
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CTF-XV-ClockTowers

Post by Buggie »

Convert from UT2004 for CTF with X-Vehicles this map:
VCTF-ClockTowers



Shot00389.jpg
Shot00390.jpg
Shot00391.jpg
Shot00392.jpg
Shot00393.jpg
Shot00394.jpg
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This map need XVehicles at least v59 for load:
viewtopic.php?f=34&t=14936
CTF-XV-ClockTowersV2.7z
(14.89 MiB) Downloaded 14 times
Last edited by Buggie on Sun Nov 05, 2023 9:18 am, edited 4 times in total.
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OjitroC
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Re: CTF-XV-ClockTowers

Post by OjitroC »

Fascinating map - very 'other wordly' on the 'winter' side (aided by the skybox) - the clocks add to the general surreal ambiance of the map. Good fun to play - open terrain is well-suited to the vehicles and heli/manta.

There is an AssaultInfo actor in the map - what's its function in a CTF map?

There are some issues with the geometry as I am sure you are aware. There's an area of grass where one sinks into the ground when walking and one can get stuck in/on some of the grey boulders. Managed to get a screenshot of this
Shot00505.png
where there is a HOM plus falling into the ground.

Nonetheless it is, as I say, a good VCTF map to play.
Buggie
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Re: CTF-XV-ClockTowers

Post by Buggie »

Yes. There exist one place where you can goes litle below ground, but nothing critical. You can not stuck here or fall below map.
In many palced covers HOMs with panels, with look little different.

On your screen you exact in this "safe" fall in ground and can see huge panel for cover big disappear wall in one place.

AssaultInfo mark place where be TerrainInfo actor originally. Internal stuff after conversion.
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papercoffee
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Re: CTF-XV-ClockTowers

Post by papercoffee »

oh ...I like time/surreal themes.
Nice visals.
Buggie
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Re: CTF-XV-ClockTowers

Post by Buggie »

Gameplay on map:

Auto merged new post submitted 23 hours 29 minutes later
Buggie
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Re: CTF-XV-ClockTowers

Post by Buggie »

v2

- Remake map for better FPS.
- Improved paths.
- Fixed bugs.
- Add music.

Now need XVehicles v59 at least.

Update in first post: viewtopic.php?t=15784
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