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General Information

Title: Icarus
Version: 100
No. of Players: 6 to 10

Release Date: March 18th, 2004
Filename: ONS-Icarus.ut2
Author: Chris Blundell
Email Address:
plutonic@plutonicdesign.com

More screenshots: 1 - 2

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Map Information

Soaring 3 miles above Earth's surface, Icarus Plaza was designed to be the ultimate residential precinct. But like its namesake, ambition for the project exceeded caution. Even before the project was completed, significant structural flaws were detected and the buildings were abandoned.

This map started as a concept generated while I was working on UT2004 as a contract level designer, but I didn't get a chance to seriously work on it until February this year. So, why not release it as soon as possible after the launch of UT2004?

My intentions for this map was twofold - firstly, to make an Onslaught map that relied on BSP and static meshes for its gameplay environment, and secondly, to create a map were 'jumping' the vehicles was a core component of the gameplay. Hence the 'skyline' theme seemed a logical choice. ;-)

Some Information for Level Designers

Creating a map such as this involved a unique set of challenges. I have presented below some advice - learnt through the kind support of CliffyB, Lee Perry and Steve Polge - for LDs interested in making BSP/SM based ONS maps.

FlyingPathNodes
When the paths are built, a cylinder is generated around each FlyingPathNode. The height and diameter of the cylinder is made as large as possible without colliding with anything. (To view these cylinders, right-click on any of the view option bars in UnrealEd and select Actors > Radii View.) When flying, the bots will try to fly between overlapping cylinders. Therefore, it is a good idea to:
- keep each FPN as far away as possible from the BSP/SMs (without being ridiculous)
- check the map after the paths have been built to see if the cylinders overlap
When cylinders don't overlap, paths are not generated. You will need to either move the existing FPNs or add more FPNs or use a forced path for each unpathed FPN (NavigationPoint > ForcedPaths). Paths between two FPNs need to be bi-directional, ie each FPN must have the other's ObjectName as one of its ForcedPaths.

RoadPathNodes
The paths generated between RoadPathNodes will also affect how the bots drive around the map. White paths mean that all vehicles can pass, green means that the large vehicles can not pass easily (apparently, blue paths are too narrow for all vehicles). Hence, bots driving either the Goliath or Laviathan will not follow green paths. But bots will drive the large vehicles along ForcedPaths. So guess what? Yes that is right, you will probably need to use ForcedPaths for the ground-based vehicles as well! Using more RoadPathNodes on slopes also seems to help.

Having explained all that, bots are still capable of doing some truly inexplicable things irrespective how much time you send refining the PathNode network. ;-)

Zei of the 1G-UT squad has prepared a video to show players how to turn the tide of an onslaught match on Icarus, reguardless of whos winning. He gives you numerous tips as well as and incredible show as he gains "Rampage" in under the first two-minutes of the video and ultimately, turns the entire game around for the red team whom currently has lost all their nodes.

Installation Instructions

Open the zip file, extract the *.ut2, *.usx and *.utx files to c:\ut2004 directory (or wherever you installed UT2004) and the files will be placed in the appropriate directories.

This map will not work with the demo even though it is available on the community screen in the demo!

Special Thanks To ...

My wife, Danielle, and our children who are all incredibly tolerant of my work patterns when creativity strikes. Danielle is also becoming a great beta tester.

  • The beta testing team: CliffyB, Lee Perry and the guys at Epic (for their tireless testing and advice) - thank you gentlemen.