DM-DesertTactics (Night and Day)

 

TITLE: DM-DesertTactics_day and DM-DesertTactics_night

RELEASEDATE: 2002-01-04

AUTHOR: Zirb, zirb@hotmail.com, zirb@hotmail.com, http://www.zirbaction.go.to

WHAT?: Deathmatch for Unreal Tournament (It's a conversion from a TeamDM version made for the UT mod INFILTRATION. IMPORTANT NOTE: These DM-versions are NOT for INFILTRATION or any other mod in mind! The player start function in INF can be kind of buggy! If you wanna play this map in INF (you better!), download the INF-version at <http://www.fileplanet.com> or <http://www.zirbaction.go.to>)

GAME: Unreal Tournament (436 and higher), <http://www.unrealtournament.com>.

VERSION/STATE: Completed (I think...)

KNOWN BUGS: One small bsb-hole that I ignore...

CONSTRUCTION: Editor used UnrealEd 2.0, TerraEdit, Photoshop, Virtual PC 3.0 on a PowerMac G4 / 450Dual. The map runs well on this machine.

INSTALLATION: DM-DesertTactics_night.unr and DM-DesertTactics_night.unr goes to Unreal Tournament/Maps. Z_ChillyDesert2UT.utx goes to Unreal Tournament/Textures.

THOUGHTS BEHIND MAP: This map was developed for the superb realism UT-mod INFILTRATION <http://www.planetunreal.com/infiltration> and here is the DM-version for use in regular UT. Below follows how it was described when it was released for INF; It's a Team Deathmatch (for UT ofcourse also standard Deathmatch ) map in a desert environment. It is quite open but also have many alternative routes (or no particular routes at all!) and lot of hiding places since the desert is full of rolling sand dunes, bomb craters, ruins and rocks. The name are inspired of the essence of the map; the environment are supposed to encourage tactical creative thinking. Simply; if you don't think you are soon history since the enemy can sneak up from almost any direction.

In this my first map I have focused on the gaming experience more than the detail work. On the other hand I have really tried to get the feel and mood in the environment to feel right. I give you one day-version and one night-version both for the feeling and for functionality (some people have problems with dark computer screens).

I many aspects this map is a test area for my mapping concept that I call THE TACTICAL HALF TRANSPARENT MAPPING CONCEPT that I have been talking about before in the INF-forum. You can read more about it at http://www.zirbaction.go.to In short it's about creating map environments that are not of the two opposites; completely open and not completely protected, instead something in between to keep the tension all the time. The player should have some kind of cover reasonable close in most areas and should not be to safe even inside houses and so on (they should have dangerous windows, explosion holes and so on).

GAMING ADVICE: If you play against bots I STRONGLY recommend you to join the A-team since the bots in this team doesn't move very much and it's no fun playing against bots who have put up a camp! I also recommend you to play with fever bots in your own team than the enemy team. If you have team mates, give order to all to give you back-up so you don't miss any action!

SUPPORTED PLAYER STYLES: As I see it most player styles can be used in this map. In one sense it's quite open so snipers can have som fun. On the other hand they have hard to get a clean shot on human players that use the environment to cover themselves, so that encourage the player to move forward from cover to cover. As a matter of fact hand grenades could can be used quite much in this map, to be thrown over walls and behind stones where you have assumed the enemy to be. Try that!

CREDITS: Big credits to everybody in the Infiltration community who have helped me through the learning process when creating this, my first map. Also credit to my girlfriend who put up with the sight of my back for quite many hours!

 

/ Zirb

http://www.zirbaction.go.to

zirb@hotmail.com

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