VCTF Inlet Control

A new Vehicle CTF map I started working on I named Inlet Control (or IC for short).

Concept: Marching on an opposing force is daunting but what happens when the only source of fresh water is being contested? Forgotten ruins don’t make much of a military base but it will have to when the risk is this high.

Breakdown: Enemy bases are located in direct sight of each other over the placid waters of the inlet. A single Manta is available to make this quick trip over the water but there is a turret available to each team to defend against such an attempt. There are two main grown methods of traversing the map: the shorter route along the shoreline, leaving the player open to fire as well as a longer route through the forest providing the player with more cover. Bases are broken ruins of cement above ground bunkers and there are colored lights to help direct the players through the level.

COMPLETION: 90% of version 1.00 – Download version 0.90 here. (zip) (Feb 1st, 2010)
Completion Percent

The map must be in this folder: “C:\Users\<USERNAME>\Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps”. Username is your windows login and the drive depends where you’ve installed windows.

For now this page is a work in progress but it will have a major face lift as it will be the final resting place for this map also.

Feb 1: Finally hit beta. I textured the bases and added a couple meshes around it to spice it up a bit (in the Red base). I also moved the turrets down close to the water to make it a little more balanced. I redid the bot pathing and optimized the terrain among other things (for a small performance tweak). Let me know what you think :)

Jan 27: I’ve created all custom materials for the terrain (using Epic textures). Now they are all housed inside my map so I can update or edit them as I wish. I added some big emissions on the snow texture on the mountains because they were appearing washed out. Updated the Post Processing both above and below water. Right now underwater isn’t really as dark as I would like it, but it isn’t pitch black anymore hahaha. I removed the floating meshes over the water and deleted my original base (that was hidden under the terrain). Thanks for all the feedback so far! It’s been a great help. I’m excited to see this map through. Version 0.835 is up (I’ve added the extra decimal place because of a failed version of 0.83 – it should be gone next build). UPDATE: With some help from Bl!tz I’ve fixed my water! YES!! New version (0.836) available.

Jan 24: I’ve updated the bot paths a little. Now the bots capture and attempt to return the flag. I’ve found it incredibly difficult to return the flag though so it might need some more updates haha. That’s one reason it’s still version 0.8 though. It’s now available for download! I’ll keep the newest version at the top of the page and any archived versions at the bottom. ALSO my water texture doesn’t show up in the game – I’m aware of it. I’ll fix that in the future. (it works fine in the editor… if you know why, let me know).

Jan 23: Alright so I added in the majority of the pathing but the bots on the Blue team don’t seem to want to do anything. They kind of run around but they don’t do a very good job of getting the flag back after I’ve stolen it. Also the Red bots refuse to actually TAKE the flag from the Blue base. It’s the first time I’ve played the map with the pathing in so I’ll have fix that up and see how it works. I’ve added some pretty bars to show my progress in a graphical form. The one on the right (widget) will be my weekly goals and the one on this site is the overall completion up until version 1.00. Wish me luck.

Jan 20: Semi-completed the Blue base (West side of the map). It has all the same bells and whistles as the Red base, but in a different layout. The Blue base is a little smaller with a little more tree cover but it also has more openings so the flag should be equally as easy (or difficult) to defend. I need to texture, light and decorate the base, but it is at a playable stage now.

Jan 19: I’ve semi-completed the Red base (East side of the map). It has working vehicles and a turret and all the BSP walls have been built. I’ve also added the flag into it’s hopefully final location. I need to texture, light and decorate the base, but it is at a playable stage now.

Jan 15: I redid the hacked terrain because it was giving me troubles. Now it should be working well. I also optimized the terrain with the correct tessellations and replanted the trees. I lowered the density of the trees and scaled the foliage down a little. I also toned down the postprocessing above water.

Jan 13: Modified the foliage layers and started doing the final touches on the terrain (mountains).

Jan 12: I just got through getting the the Speed Tree Deco Layer to not float on steep surfaces.

IC v0.83

v0.83 changelist: -slightly modified terrain. -terrain all custom materials. -modified PostProcess above and below water. -bot pathes in.

18 Photos

IC v0.58

v0.56 changelist: -fleshed out blue base -fixed the blue base foliage -placed vehicles -placed flag

10 Photos

IC v0.56

v0.56 changelist: -fleshed out red base -fixed the red base foliage -placed vehicles -placed flag

10 Photos

IC v0.55

v0.55 changelist: -terrain hack for speed trees working. -trees placed and seeds changed. -terrain optimized (i made a mistake previously ;) ) -toned down the post processing.

19 Photos

IC from v0.1 to v0.5

v0.5 changelist: -a completed (not final) version of the terrain. -flags are added and working. -foliage layers painted. -tree placeholders set. -vehicles decided.

14 Photos

IC Pre Production

Some design work before going into Unreal.

3 Photos

Archived versions:
Version 0.85 rar (zip) (Jan 28, 2010)
Version 0.84 rar (zip) (Jan 28, 2010)
Version 0.836 rar (zip) (Jan 27, 2010)
Version 0.835 rar (zip) (Jan 26, 2010)
Version 0.80 ut3

  1. No comments yet.

  1. January 14th, 2010
  2. January 15th, 2010
  3. January 21st, 2010
You must be logged in to post a comment.