| DOM-Aztec[FuT]rev1 (Double
Domination Version)
[DOWNLOAD]
REVISION 1 of the FINAL version is now
available!!!
This
was my first attempt at a
Double Domination map...
I'm using the DeathMatch version of the Aztec map I did as a
base for setting up the DDOM stuff.
(If you're interested, the DeathMatch version is
here.)
Please note that this is REVISION 1 of the
FINAL VERSION.
Main Download Location:
Waiting on fileplanet...
Download Mirrors:
DOM-Aztec[FuT]rev1
at
UnrealPlayground
DOM-Aztec[FuT]rev1
at
ut2003-universe.de
DOM-Aztec[FuT]rev1
at
ut2003-universe.ngz-network.de
* Webmasters, if you are hosting a beta version or a prior final of this map,
please delete it and replace it with this final version
(REVISION 1). If
you're mirroring the file,
please contact me so I can add you to this mirrors list.
VERSION HISTORY:
1.0 (REVISION 1)
-
Released 04/13/2003
-
Modified LOD of all meshes.
-
Created small full alpha texture to fix strange looking sides
of the rope-weave on the bridge.
-
Better compression on many of my custom textures.
-
Smaller overall filesize due to the above change and other
small changes.
-
Turned all terrain polys that cannot be seen invisible so they
won't be rendered.
-
Fixed the patch of light on the wall in one of the dark rooms
(if you know what I mean). Using a projector now. Regular
sunlight against the wall was not cutting the mustard.
-
Turned the zone lighting down to 20 in the C-spawn double-door
corridors.
-
Changed the light hue of the electrical overhead lights to a
closer match of the original CS lights.
-
Changed the corona skin of the electrical overhead lights due
to the above change.
-
Created a better wood texture for all double-doors.
-
Setup the teepee-oriented wooden slats for the non-usable
double-doors as it is in CS.
-
Fixed some weaponbase placements that were hovering (just a
few units).
-
Tweaked some pathnoding and jumpspots.
-
Tweaked some sections of the assault paths.
-
Now using pickup bases for all amp and health.
-
Added additional playerstarts within the red and blue spawn
areas.
-
Used a better level of light-rebuild.
-
Reduced the fluid grid size for optimization purposes. It had
a lot of unseen overhang/uneeded polys.
-
Made thousands of polys in the terrain of the skybox invisible
to keep them from rendering.
-
Added some additional antiportals. Removed some
non-functioning ones.
-
Slightly increased the collision radius of the assault ammo in
the crate by the blue spawn area.
-
Changed the scrolly description and screenshots to reflect
revision change.
-
Changed filenames and this README text to reflect revision
change.
1.0
CREDITS:
Remake UT2003 Mapper (DOM-Aztec[FuT]rev1):
Teddie
Tapawan of
www.funrealtournament2003.com.
Original Half-Life/CS Mapper (de-aztec): Chris Auty of
counter-strike.net.
SCREENSHOTS:
(These screenshots are from
the first version. Haven't
updated these yet. The lighting in some of the corridors is slightly different in the
revision. But you get the idea.) |