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Unreal Tournament 3 - VCTF-CrudeOcean_SE
File Info: Unreal Tournament 3 - VCTF-CrudeOcean_SE
Title:
Unreal Tournament 3 - VCTF-CrudeOcean_SE
Author:
Errol Kay
Created:
5/2/2009
Updated:
5/4/2009
Downloads:
Also known as:
Unreal Tournament 3, Unreal Tournament 2007 [working title], UT3
Description: Unreal Tournament 3 - VCTF-CrudeOcean_SE
Two oil rigs, one bridge and lots of water.Welcome to Crude Ocean. The ocean planet is not very forgiving to the residents of this offshore mining facility, but neither are the residents themselves. Why not go for a swim? The water is lovely, well kind of, if you don't mind the stinging sensation.
Make Something Unreal Submission:
- MSU Phase 3:Best vCTF or Warfare Level
VCTF-CrudeOcean_SE
A map for Unreal Tournament 3
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Description
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'I don't believe this', Othello blurted as he crashed through the mess hall door. 'What's going on?' asked Reaper as he polished off the remainder of his dehydrated meal. 'Those frikin lizards, they have just gone and built another oil-rig!'.
'What? Pesky Krall, where have they built it?'.
'Well, that's the problem you see, out of all the places on this water world, they have gone and put it right next to ours'.
'Why I outa!' Reaper shakes his fist to the sky in frustration, still holding his spork.
'Reaper, it gets worse. Those dumb bots have thought it a good idea to build a bridge, Cathode works surprisingly fast actually'.
'That's it! Where's Kana? Send her to go get those panzy lizard's Flag as a trophy. But remember Othello, she's a noob so don't let her get tempted by camping on the ship with the Sniper Rifle.'.
'Ooh, does this mean I'll get a chance to play with that Nightshade we captured?'.
'Why would you do that you big girl? Here's the keys to the Cicada, and don't get jacked up on those powerups like before, I don't want you throwing another Juggernaut whitey like last time'. Reaper loaded up at the locker before heading out to the Raptor.
Bishop rolled his eyes and muttered under his breath 'I suppose I should man the turret, no one ever cares about defense'.
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Author's Notes
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This map is the Special Edition of my original map VCTF-CrudeOcean. Practically a complete overhaul, the most notable changes are;
- Removed third Oilrig and tertiary bridges and paths
- Added Eradicator, Redeemer, Invisibility, Jump Boots, more health and repositioned Avrils
- Made buoyancy, now Flags, Skulls and weapons float rather than sink
- Structural changes to the ship and bridge, both visual and gameplay improvements
- Major post-processing changes and optimisations
- Fixed several bot path issues
The changes overall concentrate the action to the central area. The map is designed to have a steady learning curve, new players can instantly get to grips with the layout, while overtime learning all the secondary paths to the flag and where all the pickups are.
It is a tight and spammy map, and catered for most gameplay styles including 1on1 skirmishes across the z-axis, sniper nests for campers and excessively destructive vehicles for those who just like to rain hell down on unsuspecting folk. Balance was carefully taken into consideration, throughout beta vehicles and powerups were added, moved and then taken away again until I eventually decided what worked right. Hopefully most things have a counter.
For a full changelog of CrudeOcean_SE see the end of this Readme.
*Note: This map REQUIRES SWLadderVolume.u Keep that in mind if you distribute this map.
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Credits:
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Epic
SteelerWolf for the LadderVolume and Jeffrey for the yellow texture
Thanks to Zeus and :ne: servers for hosting, testing and feedback. http://www.nervousenergy.co.uk/
Also thanks to Zofo, SpankShot, djsilt, Oldskool0482 - for various playtesting and advice stretching back to the orginal release.
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Installation
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Automaic Installation:
Unzip VCTF-CrudeOcean_SE.7z to your 'My Documents' folder
Vista Manual Installation:
Place SWLadderVolume.u in C:\Users\YOURNAME\Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\Script\
Place VCTF-CrudeOcean_SE.ini and VCTF-CrudeOcean_SE.ut3 in C:\Users\YOURNAME\Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps\
XP Manual Installation:
Place SWLadderVolume.u in C:\Documents and Settings\YOURNAME\My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\Script\
Place VCTF-CrudeOcean_SE.ini and VCTF-CrudeOcean_SE.ut3 in C:\Documents and Settings\YOURNAME\My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps\
If the 'Script' folder or 'CustomMaps' do not exist you must create them.
Launch map from instant action menu like any other
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Full Changelog
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Known Issues and Bugs:
# Minor Bot issues
# Floating items (skulls, weapons, powerups) can be touched, but not picked up online
Final Changelog:
# Lifts are now triggered by vehicles (including hoverboard)
# Extended Turrets around the whole column
# Replaced SlowField with Keg'o'Health
# Improved bot usage of Hellbender
# Several more tweaks to bot paths at sea level
# Added a new platform and a ladder from sea level up to Turret area
# Some texture adjustments and optimisations
RC2 Changelog:
# Added map pic preview
# Made the turret track a lot faster
# Made all ladders the same colour (bright yellow)
# Tweaked water settings, projectiles no longer float.
# Adjusted some of the oil-rig girder positions under the lift and sea level
RC1 Changelog:
# Made Swimming speed faster
# Made water buoyancy, now players, skulls, flags and weapons will float on water!!
# Replaced Invisibility with SlowField in centre
# Added Invisibility to Manta Platforms
# Replaced Spidermine pickup with Jump Boots
# Added Jump Boots to under-bridge gangways
# Moved Helmet inside pyramid, replaced with Jump Boots
# Removed Health and Jump-Boot Container at Manta platform
# Removed central part of side-bridge gangways
# Changes to the new rear ramp at top deck
# Moved Avril on top deck under-neath to new rear ramp
# Made one way botpaths to fix bots
# Fixed some missing pathnodes, removed irrelevant pathnodes
Beta2 Changelog:
# Tweeked post-processing, not as bright in intense mode
# Replaced Fury with Cicada, Udamage and Berserk - The Juggernaut Cicada returns!
# Added Eradicator to Ship
# Added a new path of gangways underneath the bridge - counter increase of aerial threats
# Extended the rear ramps from manta platforms all the way to the top deck, now nightshade can avoid the lifts to get up
# Moved lower-rear spawns to mid-level and added Avril to lockers
# Replaced viper with manta
# Added Avril on top-deck mezzanine
# Moved Spidermines to mid-level, replaced by armour and health-vials
# Fixed some barrel collision issues
# Further attempts to fix bots at sea level
Beta1 Changelog:
# Added more health to places on top deck
# Moved Avril from rear of base to front, Replaced with Spider Mines
# Moved Invul to top of bridge
# Moved Fury to its own floating platform, Replaced with Invisibility
# Changed Avril to Rocket on flag base interior
# Spawn points and locker positions have been tweaked
# Added jump boots at rear manta spawn
# Made higher points on the ship to get better line of sight with the sniper rifle
# Added a Redeemer to ship
# Removed platforms adjacent to ship, replaced with ladders. Now you have to ditch your ride to get on the ship
# More structural changes to ship
# More changes to bridge structures, added team colours
# Updated minimap
# Light-map tweaks
Alpha1 Changelog:
# Completely removed north oilrig and all northern paths
# Made structural changes to ship
# Reduced bloom, Removed bluring, Tweaked post-processing and colour-grading
# Added bridge supports to allow walking from top-deck to bridge arch
# Spruced up the bridge detail, you can now see the Fury platform through the floor
# Added a gangway to the side of the bridge - an extra, but risky path [experimental]
- This also adds another layer of gangways under the base
# Resolved collision issues on manta platform
# Complete overhaul of botpaths on sea level. Bots should not get stuck so often and they now use mantas!!
# General botpathing improvements, they now use the bridge arch
# Added two Vipers
# Fixed ladders
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