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Author Topic: *DISCONTINUED* am_harv-sod: Skull'O'Dome (an Harvester-based map)  (Read 5256 times)
Neon_Knight
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« on: July 05, 2009, 09:49:21 pm »

This map felt into DisContinuity

Reason: It was more of an experiment about the flexibility of the Harvester gametype regarding to the other CTF modes. It worked very well, but I'm not happy with how the map ended being.

The links and info below are left for the record.  If someone wants to continue the work on this map, he/she is free to do it.

I was bored, so... using an idea implemented already by someone on UT3's Greed, I've done this Harvester-only map.
It contains 16 spawnspots. (8 for team, but mixed) This time, the skull generator is in the middle, but both skull pods are in the top of a tower, so it's more of a "king-of-the-hill" gametype. ^^

It includes the new replacements I've done, (but the sources of those textures are not included, however these can be found in this thread) and players will start with all of the weapons.

Anyways, judge the map by yourselves.

EDIT: a2 changes:
- Bot playing a bit improved. They're still destroying each other, but at least they can go to score when they have skulls. I still don't know why bots tend to fall when they're on the top platform around their goals...
- Added a trim around the dome.

Map Info:

* am_harv-sod
Version: a2
Gametypes: harvester
Weapons: All, the players will start with them.
Powerups: none.
Others: some armor shards & health spread by the level. Nothing more.

Download link: http://www.onykage.com/files/armageddonman/published/mine/am_harv-sod-a2.zip

Update: I forgot to pack the slipgate-ish model. The link is now replaced.
« Last Edit: January 05, 2014, 10:31:21 pm by Neon_Knight » Logged


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fromhell
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« Reply #1 on: July 06, 2009, 03:59:33 am »

You sure love that floor texture/sky combo.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Neon_Knight
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« Reply #2 on: July 11, 2009, 11:54:46 pm »

a2 changes:
- Bot playing a bit improved. They're still destroying each other, but at least they can go to score when they have skulls. I still don't know why bots tend to fall when they're on the top platform around their goals...
- Added a trim around the dome.

I didn't needed to change the screenies. Just download link.
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Neon_Knight
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« Reply #3 on: September 28, 2017, 07:37:43 pm »

Decided to release the map as standalone. Here's the new link to a2:

https://www.dropbox.com/s/s35jlfwvgqshdb4/am_harv-sod-a2.zip?dl=0
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Gig
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« Reply #4 on: September 29, 2017, 01:51:21 am »

Tried it!!!!  Smiley

Very funny!!!! I hope this will end up in OACMP Volume 2 or OA3!
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Neon_Knight
In the year 3000
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« Reply #5 on: September 29, 2017, 05:28:26 am »

Not really a chance. This was just a concept map. For a similar premise, there's already am_galmevish2. (And the OA3 version)
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"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
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