ut4_island-v0.7

ut4_island-v0.7
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ReadMe


ut4_island


Game: Urban Terror
Map name: Island
Version: Alpha 0.7
Date: 2007-11-01
Map file: ut4_island.bsp
Author: Sleepingguy
Email: ***********@*****.com
Web: none
Author English speaking: really poor (forgive me !)

Version history:

- Alpha 0.1: 1st pub release
Warning:

This is a alpha release and this is my first map for UT. My only experience on maping was with DukeNuken
and Unreal games and it was only for my pleasure. This is the 1st time i release something. Feel free to
send me feedbacks, Just be cool. My aim is just to make the community happy with a playable CTF map.

- Alpha 0.2:
- Support FFA mode by:
* adding several spawn points for none team gametype
* Mr Sentrys won't appear in non team gametype (catapult free for everyone)
- Breakable windows: All transparent windows are now breakable
- A lot of work has been done to add location information on the map (for radio/team messages)
All "regions" in blue side of the map are printed in blue, red print for red side region, white for neutral regions (center tunnel...)
- Catapult make sound i want now not the default jumppad sound.

- Alpha 0.3:
- Weaponclip instead of playerclip around model to block bullets too !
- Mr Sentry ajust for not firing on the edge of spawn near catapult
- Catapult spawn retouched
- Invisible wall to avoid ennemy jumping on catapult from red roof catapult
- Correction: wall not in junction with ground, texture missing .....
- More tree near blue flag to protect from visibility on red wall
- Ship model in water
- house corrected, model added
- Ladder on one of the house. You can put a nade in the fire place from here
- Undergound begin and partially accessible.
- lot of time to smooth terrain. Ouch that was hard

- Alpha 0.4:
- Great improvment for catapult jump. Really easy now. Go on jumppad and press jump, or try to go forward.
(The jump was difficult [leemings jump] because the making was an 1 direction only jump. Now there is 2
parts in the jump and it allow me to decompose it in 2 directions. 1st a very short up then forward.)
- Complete rebuilding of the top of the hill. Look much more better (well i think so :-) )
curve corner,water, grass ....
- Add great models from rayne (*****************@*****.com http://www.blackrayne.net)
- LighHouse on small island
- House
- Plants etc... on terrain and in grass on top of the hill (they move witrh the wind, great models!)
- Light improvment in 1st level underground.
- Light improvment in red tunnel.
- Windows in the wall to watch people going underground.
- Darker picture at levelshot.
- Terrain smooth in some part.

- Alpha 0.5:
- Major update for the terrain smoothing thanks to keres who help me and give adapted shader for my map.
- A lot of work has been done to smooth it physically (not by shader). still have some miss align vertex but not that much !
- Added jump to small island on both side with machine sound. Strange thing i have done here for the jumpad (rotating stuff i was trying)
- Added jump toward ship.
- Added the ability to climb on the ship and the masts
- Added a tunnel from the undergound to the inside of the red side great wall
- Added sign (pendule) other the underground entrance
- Added sound for the sea shore (both side)
- Added sound for water in the middle of the map
- Water change
- Added sound for bir random / wait 3 different bird i think on blue side :-(
- Scream (trigger/speaker) when falling for some place of the great wall.
- The ship was to high, so i dig a bit the bottom of the sea to lower it i but can t change all the ground (teerain should ahve been redone then)
- the grass with fur texture still look great :-) like 3d , have a look !
What next ?:
- Red has advantage on this map, so i have to take care of the blue side next time
- Clear the last miss align vertex.
- Tunnel from underground to the inside of the blue great wall
- breakable entrance for those undergound way with nade etc...
- a path to communicate from a hidden cave unde the water to the underground
- teleporter
- door / trap already done in mytest map but not included yet
- your ideas !!!
- Alpha 0.6:
- Teleport with real time camera showing where you go (room in 2nd level underground)
- Tunnel acces both side under the great wall
- Breakable access to one side of hiden tunnel and for access to teleport room
- 2 "antigravity" tower (glass tower each side)
- Position done in underground too
- JumpPad near flag and for boat redone
- Lot of correction: weapon clip around fean head in the center....etc etc...
- Lot of coffe to make the damn phong sharder not becoming suddenly black sometimes ...

- Alpha 0.7:
- A lot of people ask for less dark... done. i think that release will do the job
- vertexes alignment: most of them are corrected. Tell me if you find one.
- New textures for some buildings (spawn buildings, antigrav tower)
- red catapult (which obviously were quit deadly) is ok now
- new stone doors.
- sea water is now lot more blue (for you straycat !)
- surface sounds not forgotten during the repack process !
- Antigrav towers corrected about somes glasses which can be go throw.
- Team Survivor spawn corrected with Mr sentry (for you AKKODIAK !)
- Lighthouse clipping corrected (ty xsmoker to show me that one)
- Lighthouse now climbable (for you smoker !)
- some trees were above the grounds and are corrected
- breakable windows not working are corrected
- one of the glass of the glass tower could be walked through .......corrected
- Some Protections against snipers between flag and middle of the map
- 1 fast access each side from near spawn to greatwall
- 2 Moving small boat between red small island and a bluie quay.
- New teleports (for you FSK405 fokker !)
- Added sound for teleport
- Added mirors and sound ("Damn i am looking good !" from DukeNukem
- New sound when death falling (for you AKKODIAK !)
- Modify sound for main underground entrance.
- 1 more jumppad on blue island.
- minors changes i can t remember.
NB: i won t be able to add a helicopter as requested by some guys. UT4 does not support any more the func for complex move. So i added boat.

Next steps:
- 2 more tunnel for easy acces to underground
- maybe more boats
- maybe 2 tunnels from underground to sea on the 2 sides of the main island
- I have a strnage idea about a meeum of UT deep inside the island... will see


Desc & Features:

- Desc:
This is an island separated in 2 sides by a big stone wall surrounded by 2 small island on each side.
This map is not a small one but it is not a huge map, just a bit big but i wanted it that way.
To compensate the big size, I have managed to put 2 catapults on each side to launch the player to the
mid wall quickly. Mr Sentry will take care of ennemy player trying to use catapult to return with flag.
This map is intentionally not exactly symmetrical.
ex: 2 catapults on each side but not in same room and same place.
The great mid wall is in 2 parts but not exactly the same....
The part closer to respawn for a team is more easaly accessible and protectable.
......
- fur texture (shader thing) from real looking grass (watch closer the grass on top of island)
- Sky with sun projection
- Water
- Island Terrain
- bridge between main island to smaller one.
- underway into 1 part of the great mid stone wall.
- ladder
- I finaly make the old gratelamp working with the moving flames.
- transparent windows (breakable)
- 5 kinds of trees
- Jump (catapult: care of your health, if too low you will crash on the catapult)



What must be done but i don t know how:

- Catapults should move.
- Sky: i wanted a sky texture like in the game "Halo" on the island map. A ring world. If someone
can help me doing that i will be gratefull. My trying where horrible so i let it go to a
futur release.
- your ideas !


Acknowlegments


- Urban Terror team for this mod I can't stop playing since so many years.

- "a wily Duck" for mapmaker2 kit and the dev map.

- ut_superman_beta3 which learn me how to make jumps.

- Cubemapgen from ATI for part of sky making.

- EasyGen for terrain.

- Models from Rayne (*****************@*****.com http://www.blackrayne.net)

- Keres for his help on the shader phong thing. He gave me workable shader adapted to my map i only change a bit... great.

- Shaders,textures have been heavaly taken from existing ut4 .pak and all the maps inside.
plus free texture generating tool Genetica Viewer 2 from
http://www.spiralgraphics.biz/viewer/index.htm

- id Software for Q3

- Www for all the hours of search for technics/textures/shaders/turorials
- Fur texture for grass "real" looking has been learned from here and heavaly tested
http://sylvain.douce.club.fr/tipsq3map2.html
© 2003-2006 Sylvain 'CH4NDL3R' Douce
In french but worth checking.
- Sky has been directly taken and modify from here http://www.richdiesal.map-craft.com/darthg/Shaders_365/Lesson3/sh365lsn3.htm
Also or of infos to in RichDiesal's JK2Radiant Mapping University
http://www.richdiesal.map-craft.com/tutorials/index.html
- Tutorial for radiant translated in french by bob_le_roux.
http://led.9online.fr/Tuto%20d%E9butant.htm#_Toc50434691
(english at: http://www.wolfensteinx.com/surface/tutorials.html)
Mainly for wolfenstein3D but i learned a lot there.
- Quake3 World Mapping ressouces:
http://www.quake3world.com/ubb/Forum6/HTML/013172.html
- Level Art Design by Tud
http://www.levelart.net/article_releasechecklist.html
- SweetnutZ Urban Terror mapping Tutorials
http://www.twisted-strand.com/ut_tutorials/

- community feedback

- /me for taking the time to learn mapping wich is a frustrating thing !

Copyright /me

Arena file


map "ut4_island-v0.7"
longname "Island (Alpha 0.7)"
type "ut_ctf ut_ffa ut_team ut_survivor ut_follow ut_cah"

Stats


File structure


scripts
    ↳ ut4_island-v0.7.arena
    ↳ ut4_island-v0.7.shader
sound
    ↳ _sgobjs
    ↳ _sgobjs/im-in-touble.wav
    ↳ _sgobjs/teleport.wav
    ↳ _sgobjs/lookin01.wav
    ↳ _sgobjs/21114_laurent_opening_the_door_sg_modify2.wav
    ↳ _sgobjs/catapult.wav
    ↳ _sgobjs/31769_Slanesh_Porte_pierre_2.wav
    ↳ _sgobjs/scream4.wav
    ↳ world
    ↳ world/jumppad.wav
    ↳ misc
    ↳ misc/windfly.wav
levelshots
    ↳ ut4_island-v0.7.jpg
/ut4_island.txt
env
    ↳ sgskybox3
    ↳ sgskybox3/sgsky3_ft.jpg
    ↳ sgskybox3/sgsky3_lf.jpg
    ↳ sgskybox3/sgsky3_dn.jpg
    ↳ sgskybox3/sgsky3_up.jpg
    ↳ sgskybox3/sgsky3_bk.jpg
    ↳ sgskybox3/sgsky3_rt.jpg
maps
    ↳ ut4_island-v0.7.TGA
    ↳ ut4_island-v0.7.bsp
models
    ↳ furniture
    ↳ furniture/closet.md3
    ↳ furniture/chair_02.qc
    ↳ furniture/book_shelf_2.md3
    ↳ furniture/closet.jpg
    ↳ furniture/planks01.jpg
    ↳ furniture/chair_01.jpg
    ↳ furniture/piano_01.md3
    ↳ furniture/book_shelf_1.qc
    ↳ furniture/table_01.md3
    ↳ furniture/barrel1.md3
    ↳ furniture/table_01.jpg
    ↳ furniture/barrel1.jpg
    ↳ furniture/chair_02.jpg
    ↳ furniture/chair_01.md3
    ↳ furniture/book_shelf_1.md3
    ↳ furniture/barrel1.qc
    ↳ furniture/piano_01.jpg
    ↳ furniture/chair_02.md3
    ↳ furniture/table_01.qc
    ↳ furniture/piano_01.qc
    ↳ furniture/closet.qc
    ↳ furniture/chair_01.qc
    ↳ furniture/book_shelf_2.qc
    ↳ mapobjects
    ↳ mapobjects/br_ship
    ↳ mapobjects/br_ship/br_sail1.jpg
    ↳ mapobjects/br_ship/br_ship5.jpg
    ↳ mapobjects/br_ship/br_ship.md3
    ↳ mapobjects/br_ship/br_ship7.jpg
    ↳ mapobjects/br_ship/readme.txt
    ↳ mapobjects/br_ship/br_ship2.jpg
    ↳ mapobjects/br_ship/br_ship6.jpg
    ↳ mapobjects/br_ship/br_ship1.jpg
    ↳ mapobjects/br_ship/br_sail.jpg
    ↳ mapobjects/br_ship/br_ship4.jpg
    ↳ mapobjects/br_ship/br_flag1.tga
    ↳ mapobjects/br_ship/br_ship3.jpg
    ↳ mapobjects/br_ship/br_sail2.jpg
    ↳ mapobjects/br_ship/br_ship.qc
    ↳ mapobjects/gratelamp
    ↳ mapobjects/gratelamp/gratetorch2.jpg
    ↳ mapobjects/gratelamp/gratetorchbig.md3
    ↳ mapobjects/gratelamp/gratetorch2b.tga
    ↳ mapobjects/gratelamp/gratelamp.md3
    ↳ mapobjects/gratelamp/gratetorch.md3
    ↳ mapobjects/wallhead
    ↳ mapobjects/wallhead/femhead.md3
    ↳ mapobjects/wallhead/femhead3.tga
    ↳ mapobjects/wallhead/wallhead02.md3
    ↳ mapobjects/wallhead/lion.md3
    ↳ mapobjects/wallhead/femhead4.tga
    ↳ mapobjects/wallhead/tongue.tga
    ↳ mapobjects/br_weedspak
    ↳ mapobjects/br_weedspak/br_weed4.qc
    ↳ mapobjects/br_weedspak/br_weed6.md3
    ↳ mapobjects/br_weedspak/br_weed1.tga
    ↳ mapobjects/br_weedspak/br_weed2.md3
    ↳ mapobjects/br_weedspak/br_weed3.md3
    ↳ mapobjects/br_weedspak/br_weed2.qc
    ↳ mapobjects/br_weedspak/br_weed6.qc
    ↳ mapobjects/br_weedspak/br_weed9.tga
    ↳ mapobjects/br_weedspak/br_weed8.qc
    ↳ mapobjects/br_weedspak/br_weed6.tga
    ↳ mapobjects/br_weedspak/br_weed1.md3
    ↳ mapobjects/br_weedspak/br_weed4.tga
    ↳ mapobjects/br_weedspak/br_weed7.tga
    ↳ mapobjects/br_weedspak/br_weed5.tga
    ↳ mapobjects/br_weedspak/br_weed8.md3
    ↳ mapobjects/br_weedspak/readme.txt
    ↳ mapobjects/br_weedspak/br_weed7.qc
    ↳ mapobjects/br_weedspak/br_weed8.tga
    ↳ mapobjects/br_weedspak/br_weed5.md3
    ↳ mapobjects/br_weedspak/br_weed3.tga
    ↳ mapobjects/br_weedspak/br_weed3.qc
    ↳ mapobjects/br_weedspak/br_weed7.md3
    ↳ mapobjects/br_weedspak/br_weed2.tga
    ↳ mapobjects/br_weedspak/br_weed4.md3
    ↳ mapobjects/br_weedspak/br_weed5.qc
    ↳ mapobjects/br_weedspak/br_weed1.qc
    ↳ mapobjects/tree2
    ↳ mapobjects/tree2/branch2.tga
    ↳ mapobjects/tree2/trunk2.tga
    ↳ mapobjects/br_building1
    ↳ mapobjects/br_building1/br_house2.jpg
    ↳ mapobjects/br_building1/br_house1.md3
    ↳ mapobjects/br_building1/br_house1.jpg
    ↳ mapobjects/br_building1/br_roof1.jpg
    ↳ mapobjects/br_building1/br_house1.qc
    ↳ mapobjects/br_tristanmodels
    ↳ mapobjects/br_tristanmodels/br_vases.jpg
    ↳ mapobjects/br_tristanmodels/br_boards1.md3
    ↳ mapobjects/br_tristanmodels/br_broken.md3
    ↳ mapobjects/br_tristanmodels/br_vase1.md3
    ↳ mapobjects/br_tristanmodels/br_boards3.qc
    ↳ mapobjects/br_tristanmodels/br_globe.jpg
    ↳ mapobjects/br_tristanmodels/br_vase3.md3
    ↳ mapobjects/br_tristanmodels/br_boards1.qc
    ↳ mapobjects/br_tristanmodels/br_light1.md3
    ↳ mapobjects/br_tristanmodels/br_alladin.md3
    ↳ mapobjects/br_tristanmodels/br_basket4.md3
    ↳ mapobjects/br_tristanmodels/br_broken.jpg
    ↳ mapobjects/br_tristanmodels/br_vase4.qc
    ↳ mapobjects/br_tristanmodels/br_light1.qc
    ↳ mapobjects/br_tristanmodels/br_vase2.md3
    ↳ mapobjects/br_tristanmodels/br_boards.jpg
    ↳ mapobjects/br_tristanmodels/br_vase1.qc
    ↳ mapobjects/br_tristanmodels/readme.txt
    ↳ mapobjects/br_tristanmodels/br_basket1.qc
    ↳ mapobjects/br_tristanmodels/br_broken.qc
    ↳ mapobjects/br_tristanmodels/br_baskets.jpg
    ↳ mapobjects/br_tristanmodels/br_vase5.md3
    ↳ mapobjects/br_tristanmodels/br_basket2.md3
    ↳ mapobjects/br_tristanmodels/br_vase4.md3
    ↳ mapobjects/br_tristanmodels/br_boards3.md3
    ↳ mapobjects/br_tristanmodels/br_vase3.qc
    ↳ mapobjects/br_tristanmodels/br_basket1.md3
    ↳ mapobjects/br_tristanmodels/br_light1.jpg
    ↳ mapobjects/br_tristanmodels/br_boards2.qc
    ↳ mapobjects/br_tristanmodels/br_basket4.qc
    ↳ mapobjects/br_tristanmodels/br_alladin.jpg
    ↳ mapobjects/br_tristanmodels/br_basket2.qc
    ↳ mapobjects/br_tristanmodels/br_vase2.qc
    ↳ mapobjects/br_tristanmodels/br_basket3.qc
    ↳ mapobjects/br_tristanmodels/br_boards4.md3
    ↳ mapobjects/br_tristanmodels/br_vase5.qc
    ↳ mapobjects/br_tristanmodels/br_alladin.qc
    ↳ mapobjects/br_tristanmodels/br_basket3.md3
    ↳ mapobjects/br_tristanmodels/br_boards4.qc
    ↳ mapobjects/br_lanterns
    ↳ mapobjects/br_lanterns/br_lantern1.jpg
    ↳ mapobjects/br_lanterns/br_lantern2.md3
    ↳ mapobjects/br_lanterns/readme.txt
    ↳ mapobjects/br_lanterns/br_lantern1.qc
    ↳ mapobjects/br_lanterns/br_lantern2.jpg
    ↳ mapobjects/br_lanterns/br_lantern2.qc
    ↳ mapobjects/br_lanterns/br_lantern1.md3
    ↳ mapobjects/br_casa
    ↳ mapobjects/br_casa/br_paper1.md3
    ↳ mapobjects/br_casa/readme.txt
    ↳ mapobjects/br_casa/br_paper.qc
    ↳ mapobjects/br_casa/br_paper.md3
    ↳ mapobjects/br_casa/br_bench.md3
    ↳ mapobjects/br_casa/br_paper3.tga
    ↳ mapobjects/br_casa/br_bench.jpg
    ↳ mapobjects/br_casa/br_paper2.tga
    ↳ mapobjects/br_casa/br_paper.jpg
    ↳ mapobjects/br_casa/br_paper1.qc
    ↳ mapobjects/br_casa/br_bench.qc
    ↳ mapobjects/br_bench
    ↳ mapobjects/br_bench/benchskin.jpg
    ↳ mapobjects/br_bench/readme.txt
    ↳ mapobjects/br_bench/br_bench.md3
    ↳ mapobjects/br_bench/br_bench.qc
    ↳ mapobjects/br_lighthouse
    ↳ mapobjects/br_lighthouse/br_lighthouse2.jpg
    ↳ mapobjects/br_lighthouse/readme.txt
    ↳ mapobjects/br_lighthouse/br_lighthouse.md3
    ↳ mapobjects/br_lighthouse/br_lighthouse.qc
    ↳ mapobjects/br_lighthouse/br_lighthouse.jpg
    ↳ mapobjects/barrell
    ↳ mapobjects/barrell/sides.jpg
    ↳ mapobjects/barrell/readme.txt
    ↳ mapobjects/barrell/top.jpg
/readme.txt
textures
    ↳ _sgobjs
    ↳ _sgobjs/CrustyConcrete.jpg
    ↳ _sgobjs/mirror.tga
    ↳ _sgobjs/terrain1024.jpg
    ↳ _sgobjs/wysiwyg.jpg
    ↳ _sgobjs/pool2b.jpg
    ↳ _sgobjs/sand.jpg
    ↳ _sgobjs/sand1024.jpg
    ↳ _sgobjs/foiledagain.jpg
    ↳ _sgobjs/trevift.jpg
    ↳ _sgobjs/terrain.jpg
    ↳ _sgobjs/breakme.jpg
    ↳ _sgobjs/screentelep.jpg
    ↳ _sgobjs/trunk2.tga
    ↳ _sgobjs/underground.jpg
    ↳ _sgobjs/sandwet.jpg
    ↳ _sgobjs/antigravtower.jpg
    ↳ _sgobjs/stone57.jpg
    ↳ radiant
    ↳ radiant/notex.tga
    ↳ fur
    ↳ fur/grass_base.tga
    ↳ fur/grass_fur.tga
mapskins

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