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Difference between revisions of "BR-Adrift"
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| title = Adrift | | title = Adrift | ||
| description = The cold seeps into your bones as you charge across a blanket of white toward the enemy stronghold. Hands and feet grow numb, but adrenaline warms your wintry flesh once the goal is in sight. Frostbite be damned, victory lies but a stone's throw away. | | description = The cold seeps into your bones as you charge across a blanket of white toward the enemy stronghold. Hands and feet grow numb, but adrenaline warms your wintry flesh once the goal is in sight. Frostbite be damned, victory lies but a stone's throw away. | ||
− | | mapimage = BR-Adrift | + | | mapimage = BR-Adrift.jpg |
| imagedesc = Screenshot of Adrift | | imagedesc = Screenshot of Adrift | ||
| author = [[Bastiaan 'Checker' Frank]] | | author = [[Bastiaan 'Checker' Frank]] |
Latest revision as of 12:40, 9 June 2013
The cold seeps into your bones as you charge across a blanket of white toward the enemy stronghold. Hands and feet grow numb, but adrenaline warms your wintry flesh once the goal is in sight. Frostbite be damned, victory lies but a stone's throw away.
Unreal Championship map description
Full title | Adrift |
---|---|
Author(s) | Bastiaan 'Checker' Frank |
Game | Unreal Championship |
Gametype | Bombing Run |
Map Description
Weapons & Pickups
Weapons
Weapon | Count | Ammo | Ammo Location |
---|---|---|---|
BioRifle | |||
Shock Rifle | |||
Link Gun | |||
Minigun | |||
Flak Cannon | |||
Rocket Launcher | |||
Lightning Gun | |||
Ion Painter |
Pickups
Pickup | Count | Location |
---|---|---|
Health Vial | ||
Health Pack | ||
Big Keg O' Health | ||
Shield | ||
Super Shield | ||
Adrenaline | ||
UDamage |
Tips & tricks
Trivia
Author's Notes
BR-Adrift and DOM-Deserted were both made as split screen maps, they are very bare in decorations to improve framerate in 4 player splitscreen. Later on we found we could support splitscreen in all maps. Both these maps had the same idea, one set in the desert and the other on an icy plateau. I wanted to break away the barriers always enclosing maps. No water or cliffs. This allowed for a more open and a less confined feeling while running outside.
I was responsible for most of the layout / meshing / lighting and bug fixing. I had a lot of help getting the skybox in Adrift just right from Matt Tremblay and Mike Leatham.[1]