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Difference between revisions of "DM-DesertIsle"
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| mapimage = DM-DesertIsle.gif | | mapimage = DM-DesertIsle.gif | ||
| imagedesc = Desert Isle | | imagedesc = Desert Isle | ||
− | | author = Bastiaan 'Checker' Frank | + | | author = [[Bastiaan 'Checker' Frank]] |
| players = 4-8 | | players = 4-8 | ||
| music = Level13 | | music = Level13 | ||
Line 33: | Line 33: | ||
|- | |- | ||
| [[Flak Cannon]] || 1 || 2 || | | [[Flak Cannon]] || 1 || 2 || | ||
− | |||
− | |||
|- | |- | ||
| [[Rocket Launcher]] || 1 || 2 || | | [[Rocket Launcher]] || 1 || 2 || | ||
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==Tips & Tricks== | ==Tips & Tricks== | ||
− | == | + | == Trivia == |
− | + | === Author's Notes === | |
+ | {{QuoteSource|DM-DesertIsle is a medium Deathmatch level set in an oasis. One thing that bothered me for quite some time was that most maps are blocked off by cliffs. The player is not only limited to the arena gameplay-wise, but also visually. In Unreal Championship I made a [[Bombing Run]] map that looks very open ([[BR-Adrift]]) and I applied the same principle to this DM map. I had to find a way to keep the player inside the arena though. To fix this I ended up making the forcefield that pops up when you walk out too far away from the fighting...<br><br>This map could be considered an experiment or gimmick map. It is not designed for optimal gameplay or flow but it had its own kind of character gameplay wise.<br><br>I was responsible for most of the layout / meshing / lighting and bug fixing.<ref>[http://checkerschapel.beyondunreal.com/2008/05/portfolio-pariah-and-unrealtournament.html DM-DesertIsle at Checker's Chapel]</ref>|Checker's Chapel|UT2004}} | ||
+ | |||
+ | == References == | ||
+ | <references /> |
Latest revision as of 05:07, 11 January 2013
Under a searing sun, one little stream means life itself to this island of green in an ocean of sand. What will be left when its waters run red?
UT2004 map description
Full title | Desert Isle |
---|---|
Author(s) | Bastiaan 'Checker' Frank |
Players | 4-8 |
Music | Level13 |
Game | UT2004 |
Gametype | Deathmatch |
Map Description
Weapons & Pickups
Weapons
Weapon | Count | Ammo | Ammo Location |
---|---|---|---|
BioRifle | 1 | 2 | |
Shock Rifle | 1 | 3 | |
Link Gun | 1 | 3 | |
Minigun | 1 | 3 | |
Flak Cannon | 1 | 2 | |
Rocket Launcher | 1 | 2 | |
Lightning Gun | 1 | 1 | |
Redeemer | 1 | - |
Pickups
Pickup | Count | Location |
---|---|---|
Health Vial | 4 | |
Health Pack | 5 | |
Shield | 1 | |
Super Shield | 1 | |
Adrenaline | 5 | |
UDamage | 1 |
Tips & Tricks
Trivia
Author's Notes
DM-DesertIsle is a medium Deathmatch level set in an oasis. One thing that bothered me for quite some time was that most maps are blocked off by cliffs. The player is not only limited to the arena gameplay-wise, but also visually. In Unreal Championship I made a Bombing Run map that looks very open (BR-Adrift) and I applied the same principle to this DM map. I had to find a way to keep the player inside the arena though. To fix this I ended up making the forcefield that pops up when you walk out too far away from the fighting...
This map could be considered an experiment or gimmick map. It is not designed for optimal gameplay or flow but it had its own kind of character gameplay wise.
I was responsible for most of the layout / meshing / lighting and bug fixing.[1]