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Title : WOMBO

Release Date : June 8th, 2011

Filename : DM-Wombo.unr

Author : Tony Ginko

Email Address : atxginko@gmail.com

On Facebook: WOMBO UT99 MAP

Other levels by author : 40ozPain  IncaManned  Incamanned][  Wrednex   WeeHours

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--- Play Information ---

Game               : Unreal Tournament (UT99)

Level Name     : WOMBO

Single Player   : Yes

Cooperative     : Yes

Deathmatch     : Oh Hell Yes

Dark Match     : Not sure

New Sounds   : No

New Graphics : Custom Textures (embedded) & Tobio Trees

New Music      : No

Known bugs    : Crickets

 

 

 

--- Construction ---

Editor(s) used : Ued2

 

 

 

Installation:

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Unzip DM-Wombo.zip  (I guess you’ve already done that…)

 

Move DM-Wombo.unr into your \UnrealTournament\Maps\ directory.

Move TobioTrees.u into your \UnrealTournament\System\ directory

 

 

Extended description:

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I wanted to make a map for all styles of players -- snipers, campers, shock-whores, redeemer flyers, rocketeers, etc.  My style is less about artistic detail and more about playability, so I'm not in it for the high score review.  After much input from the beta testers, I felt obligated to dress it up a bit.  If you like the map please let me know.  If not, well you got what you paid for.

 

Map making is part art / part skill and you have to find the happy medium between frame-rate and visuals.  I think I’ve found a decent balance for all CPU’s out there.  I went “minimalistic” on the decorations, so there are a few empty hallways. I’m hoping once the bullets start flying you won’t notice.  I don’t believe that every room needs to be a work of art in and of itself. 

 

There is a large outdoor area with perimeter ledge for lots of Z-axis action.  A good portion of the fighting takes place outside in "the yard," but there are still plenty of interior battles. 

 

There are three towers, each one with a rocket launcher and packs.  The other weapons I placed accordingly.  Frag told me he had trouble finding a weapon sometimes, so I changed the weapon respawn to 15 seconds, but I left the redeemer respawn on the default time. 

 

I included a few translocator throws for the bots -- it makes them appear more human.  I used zone partitions to help with the refresh rate since there are lots of polys, but I'm told beefed-up machines should run this map just fine.  Once I learned about semi-solid brushes, the BSP count improved dramatically.

 

There is a secret teleporter that takes you up top.  Bots will go there.  It’s a one-way up, and the best way down is a high dive into the pool.  There’s another secret teleporter that the bots don’t know about (don’t tell ‘em).

 

 

Right Arrow: I recently added three switchable lights for the outside area.  Look for the round green switches, you can touch them or shoot them to toggle the lights.  Anyone remember Rocketman's Boneyard (Quake I) ?  I'm old.

                          light.JPG

                         Light Switch

 

 

 

 

Right Arrow: There are also 4 jump pads (a.k.a. Kickers).  After *hours* debugging I just had to give up.  They all spring human players right where I want them to, but sometimes the bots will just use them as a trampoline.  Feel free to bust a cap if you witness this behavior.

                            kick.JPG

                Jump Pad

 

 

 

As for the title ... this map changed names about 5 times.  There are lots of definitions of what Wombo means, the most popular being "Word-Combo" like Spork or Sharted.  But the true meaning was a short film my uncle and I made when I was a kid.  "Wombo the Cotton Monster," (1984) a story of a creature emerging from the woods wreaking havoc and what not.  Nuff said.

 

Special Thanks / Props / Shout-out to Catcher, Moodc0w, Creavion, GenMoKai, Editor Dave and especially FragNBag, for beta-testing and finding some areas that needed help. UT99 rocks ... great people, tons of resources.  If you’re into map making, be sure to get their input before you release your map. 

 

Please feel free to mod this map however you like.  I’ll definately make a DOM out of this, CTF would be questionable since it’s not at all symmetrical, but anything is possible.  I know there are other game types that I’m not familiar with, so any alterations you do are fine with me.  Just mention me in the readme or title screen and I won’t release the hounds on you.

 

If the Facebook link doesn’t work by the time you’re reading this, please do a facebook search for Wombo UT99 Map.   Like it there if you like it … how zen.

 

LAST THING …   The 5 photos below are in the map. At first you would file it under Author Self-indulgence, but they do serve a purpose.  Each of the large pictures is a teleporter landing.  There is a ‘gallery’ above the lava room from which you can jump to any of these 5 points in the map.  There are two others hidden outside.  Once you’re familiar with where each of them take you, I think you’ll enjoy the map even more.

 

eyesforut stonyforut tgchicsUT tonyguitarut tgrivbwUT

 

ginko

 

 

 

 

 

Copyright / Permissions

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Creavion hooked me up with the Tobio Trees package, and I did find the creator of that package:

 

   Models         :  Bjørn "Cyber Emperor" Stenfeldt

   Email            :  cyber_emperor@unrealfortress.com

   Homepage    :  http://www.planetunreal.com/cyber-emperor/   <<  This link no longer works

   Textures       :  Bo "Lord Selmer" Selmer Hansen

   Email            :  lord_selmer@hotmail.com

 

Thanks for the foliage, dudes.

 

 

 

User may not use this level in commercial exploitation

for any type of profit. Written permission must be granted by

author to use this level commercially.

 

User may distribute this level to anyone he/she wishes,

as long as user does not charge any type of fee for the

distribution of this level, and also said user MUST attach this

txt file with level.  Violation of said terms may result in death by ZugZug.

 

 

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 All other trademarks and trade names are properties of their respective owners.

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