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My first hour...
Posted: Mon Dec 29, 2008 11:36 pm
by }TCP{aLICe
...in Unreality A.C 2004

Posted: Tue Dec 30, 2008 6:46 am
by }TCP{Snowbird
Looks like you are enjoying yourself, Alice.
But let yourself get too relaxed, that last pic was scarey.

Posted: Tue Dec 30, 2008 11:04 am
by }TCP{Coco
Hi!
Hehe, funny ones! For your first time in UT 2004, you did far better than most others I saw. Especially when considering that you didn't know about the specialities of most of the weapons or the Freon gametype itself.
Coco.
Posted: Tue Dec 30, 2008 11:15 am
by }TCP{Ramses
What do you think of the U1 map conversions Alice ?
From memory I think DAFrank (Snowbird), Kobra, Angloid and Tranq ? (sorry if I missed anyone ... I'm 93 you know

) did some really nice conversions both from scratch and by some import method with scaling and texture tweaks

Also Deck17 is a big improvement on the original Deck16 for me (no more dead ends

)
Posted: Tue Dec 30, 2008 11:23 am
by }TCP{Cee
When did you move to Denmark ? :p
Posted: Tue Dec 30, 2008 5:40 pm
by }TCP{Snowbird
Thank you for the flowers, Ramses.
Yes, the maps that have been remade:
Sinfonia,

Observatory
Loxi
And Green machine is started, but I never got done with it. I am very busy lately.
There are a few more remakes, but I do not remember them right now.
Posted: Tue Dec 30, 2008 6:31 pm
by partydevil
there is actualy only 1 little problem in loxi
it needs a jump pad or something @ 1 spawnpoint
the 1 whit only 1 way out wich is a lift
meaning team gotta wait when some1 has gone up allrdy (no fast lift either but that doesn't matter)
while the other team can rush towards it and trow a bio on a packet enemy team
resulting in atleast 1 kill and a chaotic enemy team cause evry1 wants away from that spot
the rest of the map is good as it is (atleast for me)
Posted: Tue Dec 30, 2008 6:58 pm
by Wigglebottom
ahh, i missed the party *Wiggle*
Hope i got better luck next time.
Posted: Tue Dec 30, 2008 8:57 pm
by }TCP{Ramses
@ Partydevil ... yes that is a known problem .... in the original Loxi there was a pair of jump boots so it wasn't a problem. I think there was some talk about finding a jumpboot mod for the map a while ago, but a jump pad would work also

It's not that much of a problem usually though ... I usually only go down there when I fall

Posted: Tue Dec 30, 2008 9:03 pm
by }TCP{aLICe
I didn't see all converted maps yet. Deck is interesting, but I don't know how to play this version yet. Old habits from original Deck16

Sinfonia and Observatory were maps I very like, so I'll be happy to play them in ut2k4.
I miss Curse very much, but I have found a map which is very nice too - Under_LE
Cee:
I didn't. I don't know why my IP is wrongly recognized in ut2k4. Tools like whatismyipaddress.com show country correctly (even city

)
Posted: Tue Dec 30, 2008 9:16 pm
by partydevil
@ ramses
i know the old map had boots there
frank once told me to tell this loxi problem on forum to him so he can remember it or something
i thought it was a good place to tell him now =P
@ jumpboots mod
i know there is a map wich got working jump boots (in ut2k4)
and where you do not need any mod for
and i think a jumpboots mod wont work
cause a mod gotta be on all the time (evry map)
and it will probably spawn jumpboots @ random in any map
if you put it on
so i think a jump pad will do the trick perfectly for ut2k4 gameplay in that map
ow and btw it's a spawn point down there rams
the bad part of that place is when teams just have spawned
if you fall down you mostly can use the lift right away
(and get comboëd right after aswell =P)
@ alice
you should try "dm-crypt_of_f00k" aswell if you like under_le
it's a remake of under_le

Posted: Tue Dec 30, 2008 11:13 pm
by }TCP{Ramses
I think the flag mod goes by the provider, at least it used to ... UK AOL players used to show as USA
I think it was Kobra who did a version of Deck16 that is very like the original ... although movement is different in UT2k4. I prefer the Deck17 version, never really liked the original myself, too many points where I can get cornered.
There is a version of Curse, but it's not very good if you are used to the original, and it's perhaps too spammy in UT2k4.
@ Partydevil Yeah I thought something like that might happen with the jumpboots "mod". It's mostly not a problem at the start though as long as a couple of peeps get up in time to guard the lift exit and someone doesn't do a kamikazee dive on the lift queue like Wargirl used to

Posted: Wed Dec 31, 2008 8:46 am
by partydevil
well i still see prety often some1 rushing to it tho
and the team allrdy start whit a disadvantes cause they gotta wait for eatchother @ start and then still all are on the same spot
while the other team can spread out allrdy and close evry way out for the waiting team (there are only 3 way's out of that part of the map)
Posted: Wed Dec 31, 2008 8:51 am
by }TCP{Snowbird
I forgot about this problem, and to tell you the truth, I really do not know where to put a jump pad. The map down there is very small, and You would be jumping into the walls, most of the time. What if we make it interesting, and put a teleporter on the other side of the lava pit, and have it teleport to the top of the map, where the 200 life used to be. I could make the bridge over the lava wider, and then peeps would not have to worry about concentrating that much on where they are walking. Give me some feedback on this in another topic maybe?
Yes, I believe that Deck 16 was remade by Kobra. I will open it up in the editor and see for sure. I also do not like 16 in UT2K4. After playing deck 17, it seems like there is something missing in 16.
I should have time tomorrow, and on Sundays, to open the editor up. If you have a map that you really liked, Alice, then send me a note. Frank
Posted: Wed Dec 31, 2008 9:34 am
by }TCP{Ramses
Well to most accurately reflect what used to happen with the jump boots (as I used them anyway

) a teleport from the pit room to the wide walkway above would work. The teleport could be positioned in the widest part of the pit room near to one of the side walls and the "landing point" would be near to the powerup on the U bend of the wide walkway above.
Perhaps a second teleport from the wide walkway to the long 3rd level corridor above (it leads to the narrow joist above the wide walkway) would also work, it would give a fourth exit from the start spawnpoints and was also a favourite point for jumping with boots.