Dark Clan Forum

Welcome, Guest. Please login or register.

Login with username, password and session length
  Show Posts
Pages: [1]
1  Unreal Tournament 3 / Maps / DM-42-Danesh on: Sun 27.09.2009 14:44:32
DM-42-Danesh

After many years of digging through the ice of Ganimed, the research complex '42-Danesh' is finally heading towards the surface. But the life support system has stopped functioning, and only the toughest player will see the sun again...

Screenshots:


Credits: Lishtenbird
Download:
http://www.fileplanet.com/205611/200000/fileinfo/DM-42-Danesh
http://www.filefront.com/14610461/DM-42-Danesh.zip/
http://narod.ru/disk/13571520000/DM-42-Danesh.zip.html

This is a small dynamic map. Feel free to push the button:)
The map is up and running at Russian >--vobLA)> server: 195.234.110.170
2  Unreal Tournament 3 / Maps / Re: VCTF-42 Turgor (Release Candidate 1) on: Mon 07.09.2009 17:32:57
I tend to disagree. Tank camping is almost useless here, tank is a defense-support vehicle for flag carriers and the eradicator. Once you lose eradicator (a scorpion suicide will finish it in a blow if it's not defended properly), you get the ability to cross the bridge and your bender and tank is useless under eradicator's enemy fire as they are immediately spawn killed.

This is basically a control-support map, so eradicator + tank duet is a winning point. The bender is more of a defense vehicle (stranded omg...), naturally, though you can cross the bridge and spawnkill just like on Kargo. A tank+bender+eradicator is a deathly trio once at the enemy base.

Quote
- tank and hellbender spawn 5 meters next to flag ---> flagcamping..
'Get the eradicator, wipe the base out, grab the flag and run back" - yes, that's the idea. Almost no open-field vehicle action - sniper/long-range-fire map. You concentrate either on assault or on defense.

The one thing that is true is that bots are stupid enough to ignore vehicle opportunities. So you won't get the gist of the map until you play a team match:) No 'free-for-all' and 'I do what I want' action anymore like in suspense.
3  Unreal Tournament 3 / Maps / Re: VCTF-42 Turgor (Release Candidate 1) on: Mon 07.09.2009 17:17:04
Quote
9th september (09.09.09) is too soon
All the major bugs have been already fixed, so it's just a matter of polishing.
4  Unreal Tournament 3 / Maps / VCTF-42 Turgor (Release Candidate 1) on: Mon 07.09.2009 11:08:05
I am happy to announce that the Release Candidate of VCTF-42 Turgor is available for download!

http://www.fileplanet.com/204888/200000/fileinfo/VCTF-VCTF-42-Turgor_RC1
http://narod.ru/disk/12868132000/VCTF-VCTF-42-Turgor_RC1_rus.zip.html

Description: A gloomy atmospheric map after the game 'Turgor' (also known as 'Tension' in the European market) featuring the cloudy Moscow sky and some self-created Turgor-style music.

This map is a release-candidate. It may contain bugs that should be removed in the final release. I would be grateful if you test this map and post your opinion/bug reports here!

P.S. I am willing to post a final release on 09.09.09, but I'm not sure whether it will have been tested thoroughly enough by that time. Anyways, thanks for you time:)

P.P.S. The map is up and running at >--vobLA)> server: 195.234.110.170





5  Unreal Tournament 3 / Maps / Re: Kargo - Necris from VCTF-42 on: Tue 19.05.2009 10:09:10
Thanks for the link, sova. But as the content is pretty static, I think it won't be a problem for me to translate 1 or 2 pages with my level of English;) You can, though, use Google translate or Babelfish or anything to translate a Russian page into English once you need the info (I do read japanese sites with google jap to eng from time to time).

BTW, the map is up and running at ut3.playground.ru:7773 vctf/war server, but utcomp provokes a lot of glitches in the map's kismet (startup-visible fire, non-hiding wires, deemer and invisibility availability lights won't work).
6  Unreal Tournament 3 / Maps / Re: Kargo - Necris from VCTF-42 on: Tue 19.05.2009 08:56:29
Hi all and thx for all the positive feedback. It is always nice to be appreciated:)

But the light sucks! With dw its fakkin hard to see something.
Just turn off the lights;)

btw. Add some bots and put some1 into the shock turret. And when he shoots watch the black bar :D
We are aware of the problem... Hell knows why that happens and how to fix it. Must be some kind of several transparency layers' problem in UE3...

loool then i dont need this page xD
I can actually translate the site (or the main page) if you think it's worth it:) We're just a UT3 club and not a clan.
Pages: [1]
Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
© 2008-2016 | design by radarfox | webmaster VegasKill