VCTF-Intense_Ice(beta1)

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Mr Bean
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VCTF-Intense_Ice(beta1)

Post by Mr Bean »

This map is basically a re-skin of VCTF-IntenseBone][. Most all the static meshes have been swapped and upgraded, lighting is enhanced, and four Hyper-Spawn Adrenalines have been added under the Snipers boxes, and the music is changed (for those few who might use it). There are few few minor bugs that I am aware of and will probably never be noticed. BTW, that cool ass lighting effect in the spiked hemispheres was done by texturing connaisseur, Salsicha :wink: I hope you enjoy the fresh new look...

http://files.filefront.com/VCTF+Intense ... einfo.html

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badasp
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Re: VCTF-Intense_Ice(beta1)

Post by badasp »

This is an awesome revision! The textures make the map appear a lot clearer and even bigger. I am also digging your attention to detail; the skyboxes for the painters are definitely awesome. The adrenaline pickups certainly add an interesting element as well. The only thing I would change would be to add 3 portals (left, right, and center) in the center bottom ice. In Intense Zone/Bone people often get knocked off the the walkways by their own teammates (or, if they are like me, they side dodge right off while coming home with the flag :lol: ). Once people fall in there, there is no way out. Adding portals would give people an oppurtunity to get out. There still would be repercussions for falling in there, such as lost time and health. Nonetheless, the map is a great revision and I can't wait to see it on the server. Great work Mr. Bean!
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Dubya
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Re: VCTF-Intense_Ice(beta1)

Post by Dubya »

omfg...this is amazing...IT IS AMAZING!!!
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x-GAMBIT-x
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Re: VCTF-Intense_Ice(beta1)

Post by x-GAMBIT-x »

Looks perty cool.
Nice Work.

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Dubya
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Re: VCTF-Intense_Ice(beta1)

Post by Dubya »

the only thing is, blue might have an advantage, bu...o well, im not complaining since i have blue preferred :P
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CTC-Salchicha
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Re: VCTF-Intense_Ice(beta1)

Post by CTC-Salchicha »

+1 for Bean.

Always happy to help bro. Nice work.
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CTC-JimRimya
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Re: VCTF-Intense_Ice(beta1)

Post by CTC-JimRimya »

Very nice, Bean! I'll put it on the server tomorrow!
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Mr Bean
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Re: VCTF-Intense_Ice(beta1)

Post by Mr Bean »

I'm glad you guys like it.
badasp wrote:The only thing I would change would be to add 3 portals (left, right, and center) in the center bottom ice. In Intense Zone/Bone people often get knocked off the the walkways by their own teammates (or, if they are like me, they side dodge right off while coming home with the flag :lol: ). Once people fall in there, there is no way out. Adding portals would give people an oppurtunity to get out. There still would be repercussions for falling in there, such as lost time and health.
Good point Badasp. Watching your guy die with no hope of escape sucks. A fighting chance is a great idea :wink: Thanks :mrgreen:
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CTC-PapaSmurf
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Re: VCTF-Intense_Ice(beta1)

Post by CTC-PapaSmurf »

One of my favorite maps has now been made even better. I love the look of it. It really is a refreshing change. It is so awesome to see someone take a map and completely make it their own. I am really excited to play this on the main server. Great great work!!

To everyone that makes and mods maps for better gameplay, THANK YOU. If it wasn't for you talented and patient folks, we would be stuck with playing UT3 cuz UT2K4 would have become boring years ago.. You guys are awesome!!
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WarDad71
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Re: VCTF-Intense_Ice(beta1)

Post by WarDad71 »

Portal OR jump pad I would lean towards jump pad. 2 cents.
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MLK
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Re: VCTF-Intense_Ice(beta1)

Post by MLK »

Oh noes!!!!! :lol: :lol: :lol: You bastards!!!!
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WarDad71
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Re: VCTF-Intense_Ice(beta1)

Post by WarDad71 »

Better still put in the desert monster thing from Star Wars Return of the Jedi to eat people when they fall in :P
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Lazy.Pirate
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Re: VCTF-Intense_Ice(beta1)

Post by Lazy.Pirate »

"Cool" map
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Re: VCTF-Intense_Ice(beta1)

Post by Lazy.Pirate »

the underwater is green (this is a bad thing)... :mrgreen:
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Mr Bean
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Re: VCTF-Intense_Ice(beta1)

Post by Mr Bean »

Lazy.Pirate wrote:the underwater is green (this is a bad thing)... :mrgreen:
LOL! Yeah... I was hoping nobody would notice. It's still there from the previous version. I'm not sure if it's a liquid property issue, or a fog distance thing. I haven't figured it out yet. If anybody knows how to fix it, and could face me in the right direction, please do :mrgreen:
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