VCTF-[Id]-Hit&Run
Posted: Fri Jan 30, 2009 1:25 am
Here is my second attempt at map making, Hit&Run. This one took me three days to complete. The name of this map says it all. Hopefully there aren't any maps already named this. Hit&Run seems like such an obvious name, which I try to stay away from, but it fit this map pretty well.
This map is a Hellbender run map. Yes . . . a Hellbender run map, and hopefully one where the Hellbender runs are much easier than usual. If I had to guess, I'd say Basically is probably the map where Hellbender caps happen the most often, but they are still rare. They'll happen more in Hit&Run methinks, and it shouldn't be a rare occurence.
The reason I say this is because the Hellbender never has to slow down on its flag run. The flag is raised high enough for a player to grab the flag from on top of a moving Hellbender. As soon as the person grabs the flag (as long as there are seats available), he can enter a Hellbender seat while the driver never lets off the gas. The Hellbender is provided with a lot of cover and quick paths to enter and escape the enemy base from. On top of that, the Hellbender momentum stopping weapons (Shock and Rockets) are located in the middle of the map, which means less overall Shock and Rocket spam at the flag bouncing the Hellbender from its path. Plus, the lockers give you 150 ammo for the link gun, and there are plenty of link ammo pickups in the map. This should help with the rider having plenty of ammo to link the Hellbender while riding, just as manta riders do.
Hit&Run has high, mid, low and side areas all with useful purposes. This gives the map a lot of game play options that should suit just about any play style . . . except for manta driver only style players.
Id making a Hellbender run map? How will he profully camp and snipe everyone? Well, every once in a while you have to please the masses, but I think I'll enjoy this map a lot.
Thanks again to Bean and Jim for answering UnrealEd questions that I still had.
Here are some screenshots:
Note the blocks next to the Hellbender. They serve a purpose. You can use these blocks to get on top of the Hellbender without a shield jump. I know you can get on the Hellbender without a shield jump too, but it isn't easy for most people to do. A Hellbender driver can wait in the Hellbender at the spawn honking his horn until a rider comes and uses the block to get on top of the Hellbender.
This is a glass floor placed above the bases accessible from the middle of the map via jump pad. It allows foot runners a low traffic path to the enemy base, but everyone will know you're coming and can prepare for you. To get down to the base, you have to go to an elevator shaft at the end of the floor and jump down. There is a rail on the inside of the elevator shaft that you can drop to to make it easier to reach the bottom without losing health, though you can reach the bottom without losing health without the rail.
Here is another view from the glass floor, but from the other end. Notice the gap between the glass and wall. You can drop down from here to reach the flag more quickly.
This is a side path the Hellbender can use as an escape route or entrance to the base. The crates on each side of the wall can be used as cover from pursuant enemies. The ramp you have to drive over also provides cover. An enemy won't be able to shoot at you until he gets on top of or beyond the ramp.
Yes, I know this texture is for lava but the floor isn't actually lava. It just looked so cool and out of the ordinary, kind of like how I used a light texture as a mover. I figured two wrongs make a right. I love these movers. I think they'll look nice in game. There are two movers. The reason behind having two movers is so that a pursuant player can more easily keep up with a flag runner. It's a long distance, and it would be impossible to keep up with a flag runner on a mover unless there was another mover. The movers, however, cross paths. In essence, if two players get on the movers at the same time, they'll run in to each other. I like that possibility.
The next four screenshots show the Hellbender path using the glass tunnels. The Hellbender goes through the tunnel (wide enough for two Hellbenders) and down the flag ramp and out the side hallway.
Here is a screenshot that shows what I mean about the Hellbender rider. He stands or crouches on top and can grab the flag from there, then enter the Hellbender to make use of its weapons and extra health. Just be careful when in the Hellbender second seat because the exploding sky mines can knock your rider off.
Here are a couple screenshots of the low path.
This map is a Hellbender run map. Yes . . . a Hellbender run map, and hopefully one where the Hellbender runs are much easier than usual. If I had to guess, I'd say Basically is probably the map where Hellbender caps happen the most often, but they are still rare. They'll happen more in Hit&Run methinks, and it shouldn't be a rare occurence.
The reason I say this is because the Hellbender never has to slow down on its flag run. The flag is raised high enough for a player to grab the flag from on top of a moving Hellbender. As soon as the person grabs the flag (as long as there are seats available), he can enter a Hellbender seat while the driver never lets off the gas. The Hellbender is provided with a lot of cover and quick paths to enter and escape the enemy base from. On top of that, the Hellbender momentum stopping weapons (Shock and Rockets) are located in the middle of the map, which means less overall Shock and Rocket spam at the flag bouncing the Hellbender from its path. Plus, the lockers give you 150 ammo for the link gun, and there are plenty of link ammo pickups in the map. This should help with the rider having plenty of ammo to link the Hellbender while riding, just as manta riders do.
Hit&Run has high, mid, low and side areas all with useful purposes. This gives the map a lot of game play options that should suit just about any play style . . . except for manta driver only style players.
Id making a Hellbender run map? How will he profully camp and snipe everyone? Well, every once in a while you have to please the masses, but I think I'll enjoy this map a lot.
Thanks again to Bean and Jim for answering UnrealEd questions that I still had.
Here are some screenshots:
Note the blocks next to the Hellbender. They serve a purpose. You can use these blocks to get on top of the Hellbender without a shield jump. I know you can get on the Hellbender without a shield jump too, but it isn't easy for most people to do. A Hellbender driver can wait in the Hellbender at the spawn honking his horn until a rider comes and uses the block to get on top of the Hellbender.
This is a glass floor placed above the bases accessible from the middle of the map via jump pad. It allows foot runners a low traffic path to the enemy base, but everyone will know you're coming and can prepare for you. To get down to the base, you have to go to an elevator shaft at the end of the floor and jump down. There is a rail on the inside of the elevator shaft that you can drop to to make it easier to reach the bottom without losing health, though you can reach the bottom without losing health without the rail.
Here is another view from the glass floor, but from the other end. Notice the gap between the glass and wall. You can drop down from here to reach the flag more quickly.
This is a side path the Hellbender can use as an escape route or entrance to the base. The crates on each side of the wall can be used as cover from pursuant enemies. The ramp you have to drive over also provides cover. An enemy won't be able to shoot at you until he gets on top of or beyond the ramp.
Yes, I know this texture is for lava but the floor isn't actually lava. It just looked so cool and out of the ordinary, kind of like how I used a light texture as a mover. I figured two wrongs make a right. I love these movers. I think they'll look nice in game. There are two movers. The reason behind having two movers is so that a pursuant player can more easily keep up with a flag runner. It's a long distance, and it would be impossible to keep up with a flag runner on a mover unless there was another mover. The movers, however, cross paths. In essence, if two players get on the movers at the same time, they'll run in to each other. I like that possibility.
The next four screenshots show the Hellbender path using the glass tunnels. The Hellbender goes through the tunnel (wide enough for two Hellbenders) and down the flag ramp and out the side hallway.
Here is a screenshot that shows what I mean about the Hellbender rider. He stands or crouches on top and can grab the flag from there, then enter the Hellbender to make use of its weapons and extra health. Just be careful when in the Hellbender second seat because the exploding sky mines can knock your rider off.
Here are a couple screenshots of the low path.