Testing new gametype

Greetings! Thierdox is making new gametype similar to trials in UT2004. I decided to give him a chance to test it on my server. Besides, I have moved to countryside, so I don’t have time to admin it anyway. He has lots of interesting ideas about the new gametype, so let’s support him and help testing the new mod and maps.

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BT-7-Meteormoonbase_beta is out!

The first ever map with level difficulty 7, the long-awaited Meteormoonbase from Rychi is finally finished after a year of work in spare time. Along with familiar parts from the demo, there are not-seen-before rooms with lots of movers.

Players have reported slow redirect speed, so it’s recommended to download and install this map manually: BT-7-Meteormoonbase_beta.zip

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Testing a demo of the map Meteormoonbase

Rychi, author of famous BT-5-RoutesOfTrain, is now making a new map Meteormoonbase. In order to test some aspects of it online, he made a demo map where you can use elevator to choose certain parts of the map you want to test. The elevator buttons are hard to see, and it can be tricky to hit them. There are 3 floors to explore. Just aim a bit to the right of the button to hit it. As always, comments are welcome! Just come to the server and vote for demo-meteormoonbase to test it online.

Btw, author is looking for apocalyptic background music.

BT-demo-meteormoonbase

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Routes of Train updated to version Beta8

Please test the new beta version. I noticed it still has the log in problem…

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2 maps updated

The two maps that are currently being actively developed (and need beta-testing), BT-4-Indiana_beta2v6 and BT-5-RoutesOfTrain_Beta7 have been uploaded both to the server, and to this webpage’s Map Section

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Bunny Lessons Review

THE map. Simple in its geometry but effective in its purpose. Drummer.unr made a great job here!

As map’s name suggest, it is a training for improving BT skills. New players should manage to do it before attempting other harder maps: those are the basics, if you cannot do it, you cannot do any of the other lever 4 maps or so. Help Messages guide the player all through the level, explaining well what is required to do.

All starts with part 1: simple jumps. Player sould jump on the big, solid pillars and go on. Nothing more than simple, single jumps. If anybody sees someone doing strange double-wall-dodge-whatever it is only for rushing against time. Take it easy and try as much as needed. If you fail, do not worry: there is water under you, just swim back and start again. It is important to understand where your feet are (even if we cannot see them in game), take measures to know how to jump from the edge: here is the safest place to try over and over.

Part 2 requires a double jump. Not an extreme one, but still a good one. If you jump too fast, you will not reach the next pillar and, once again, fall in water. Just swim back. It is important for new players to make all the double jumps required in order to learn the right timing.

Part 3 is probably the most difficult of the “safe part” (yes, there is also a dangerous part!): a double jump followed by a wall-dodge, all to do in the right timing. Help messages and sound hints, combined together, can give all the information required to pass this obstacle. I have seen many players falling over and over and then willing to change map. That is not the way. Remember: if you do not pass this, forget harder maps!

Part 4 shows how, when you have limited space, you can always move forward. You cannot jump, but still can dodge. Here is important to know dodges’ limits: go near the edge and try from there. Later on, gaining experience, you will pass it without any problem.

So that is the “safe part”: no one gets hurt here. From now on damage has to be considered. Part 5 requires three lift-jumps. Take your time but do not fail too much or will lose your health and eventually die (and start over from beginning).

Now the “training” is complete: no more hints to explain what to do. Use your skills to go past the last part, with some tricky jumps (or wall-dodge-jumps) trying not to fall in “water”, because it is not water! Here we can see lots of heroes giving their life for the cause :D

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Map difficulty levels

Map maker should know the future map’s level even before the work on map has started. Basically, a level 1 map teaches single jumps, can have easy timing tricks, puzzles, hidden danger puzzles, all kinds of air control precision skills (like falling maps), and simple vehicle control. Of course, needless to say that having all that, map still should be easy even for n00bs like me, so if I can’t pass it – it’s definitely not level 1.

Level 2 maps teach double jumps, and maybe dodges and btramp (see below). If extreme distances are used – some help to get proper double jump timing is needed, like special hearing aid, for example, in BT-3-BunnyLessons map is used to teach double-jump-dodge timing…

Level 3 teaches double-jump-dodge jump – very important skill to master for any higher-level maps.

It is hard for me to judge levels above 3, for I cannot personally pass them. That is not funny… Right. So, generally, a Level 4 map assumes firm knowledge of all the basic techniques, and the difficulty is increased by giving less place for error.

It is also generally agreed (by far better players than me) that hammer jumps are ones of the hardest, so only the level 6 maps should rely on them. And i guess the place to learn them should be the level 5 maps. So, please, someone make a hammer learning level 5 map. Other than that, just play other level 5 maps to get an idea of this particular difficulty level. Generally, there are people who can pass level 5 map but cannot pass level 6 maps like BT-6-PlanetRaiders.

And like I mentioned, a hammer, or hammer-manta trick makes automatically a level-6, again, only if those tricks are required to pass it.

BTRamp is a cool trick making it possible to jump very high by dodging against a special sloped surface (like in ut99 or in ut2004), it is used in one of Drummer’s maps, and I think it can be used in level 3 maps and above (and taught in level 2 maps). It’s not a hard technique by itself, it’s just getting the right timing and distance to get the highest jump – can be tricky. There is an exclusive download-only a demo map (quickly made by Drummer in June 2009):  DM-BTRamp_Demo for those who want to see how that dodging-against-special-sloped-surface works.

This will be added to the map making tutorial eventually. Just remember, that the difficulty level is determined by the bottleneck – the hardest part of the map, but every map should start simple for any players to be able to play on the server, no matter what map is chosen. Look at BT-6-PlanetRaiders: it starts with single jumps, dodge and double jumps – nice and simple, and anyone can practice while great players pass through.

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BT-5-RoutesOfTrain Beta updated

Rychi has updated his BT-5-RoutesOfTrain map to version Beta6, let’s test it on our server. You can also download it from our maps page

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Planet Raiders Review

One of the most loved/hated maps here in BT. Drummer.unr  is the creator of this map, and even if players does not know this they keep on cursing him. This map requires a lot of attentions to be completed, untill you get the hand of it.

All starts in the open space: you will have to make your way to the space station. If you are not used of BT, prepare to die a lot! Many jumps are awaiting for you, and no failure is admitted: death will occur on every fall.

From the space to the planet: are you afraid of heights? If you are an equilibrist it wont be a big problem, otherwise duck is a good option. For beginners, fresh air will be a real pleasure after the pillar cave. This is one of the funniest part in any map, of course if you love vehicles and hoveboard! Driving skill and hoverboard tricks are required to pass on. I have met many players destroying Scorpions like they were no cost at all, and sincerely I would never enter in a car with them :)

Some more heights, this time with a hammer. Hammer jump  skill is very handy to avoid falling back again and again. Also a good ping is required: many good players lost plenty of time because of ping. Do not worry too much about falling down: invulnerability helps you preserving health. Just try your own way and practice a lot.

The final room is a climbing parade: you have to get to the ceiling and open your door. Be aware of the little movie played everytime someone hits the lever: if you are alone you will not be allowed to gain your first person view, you have to go in spectating mode then back into yourselves. Also a shock insta rifle will be available: take your team’s way and open all the doors. I hope for you that you have enough health…

Beginner players will have hard times here, but do not discourage yourselves: keep trying and trying. Everybody has to learn (UT3 teaches: “You were n00b too”, dear good player). On the other hand good players likes to rush it and improve their time: it is always an hard map and a long one, failing means delays…

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BunnyTrails Updated

The light from others’ flashlights is now seen in the network game, (in those maps where the flashlight is enabled). It is seen even if the player turned it off, though. At this point I don’t know if it’s a bug or a feature. I guess, if a map absolutely requires a flashlight (because of a theme, and not because of poor/no lighting) it should be on anyways. And if not – please, mappers, don’t enable the flashlight, cause flashlight can be annoying! Dark maps can be a lot of fun too, with well-planned “just-enough” lighting without flashlight – that certainly adds a romantic feel to the map…

Bottom line: flashlights are for dirty job inside a mine/tunnel, search and rescue operations kind of themes, and not for happy camping/stargazing, usual nice-and-calm mostly-dark-anyways BT maps. Most of the maps should do much better without flashlights. As a map maker, you can enable it for some part of the map and disable it right after it. Details are described in the BunnyTrailsMapMakingTutorial.pdf, which can be downloaded on top of the page.

Have fun!

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