My program doesn't have bugs. It just develops random features.

Difference between revisions of "Crusha"

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(Created page with '==About Me== The full nickname would be Crusha K. Rool, derived from that crocodile-villain from "Donkey Kong", but I prefer Crusha after all. Since I am dedicated and addicte…')
 
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==About Me==
 
  
The full nickname would be Crusha K. Rool, derived from that crocodile-villain from "Donkey Kong", but I prefer Crusha after all.
 
 
 
Since I am dedicated and addicted to UT2004's Onslaught gametype, I once started to get myself familiar with the Unreal Editor 3 and sticked with it down to the present day.
 
 
I didn't map anything that would be worth to mention here (yet), but I've been doing edits to existing ONS-maps (and a few other gametypes, but mainly ONS) with the original author's permission for quite a long time now and developed a certain routine in improving the maps in technical and gameplay aspects.
 
 
 
Starting with some requests for map-modifications from the Techcom.cz-ONS server, I also expanded my work to Titan Onslaught and Omnip)o(tents.
 
 
You can contact me in one of these forums:
 
 
[http://www.gametracker.com/clan/freelancer/ Techcom.cz]
 
 
[http://www.unrealed.info/forum/ Unrealed.info (German site)]
 
 
[http://ut2004.titaninternet.co.uk/forums/ Titan Onslaught]
 
 
[http://forum.omnipotents.com/index.php Omnip)o(tents]
 
 
[http://forums.epicgames.com/forumdisplay.php?f=249 Epic Games Forums]
 
 
 
 
I plan to create some new ONS-maps from scratch in the future when I am done with my UltimateONSTools (see below), aiming to create more than the usual maps - things that haven't been seen in ONS before.
 
 
 
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==Projects==
 
 
===UltimateONSTools===
 
 
When you are mapping for nothing else than ONS you will sooner or later get the feeling that you'd like to have a bit more control about vehicle balancing. So it came to my mind that it would be nice to have a VehicleFactory that spawns different Vehicles, depending on which team is controlling the Node that belongs to this factory. I started to search for such a thing but didn't find something suitable for ONS.
 
 
And what is a mapper doing when he wants something that doesn't exist yet?
 
 
He learns scripting and do it himself. So did I (with the help of Wormbo) and created the UltimateONSFactory, an ONS mapper's jack of all trades device in terms of vehicle balancing. I improved the Factory further in the next version, which should be released soon.
 
 
 
But I also discovered UT3's Kismet and so I created many more Actors in this UltimateONSTools-pack that allows the mapper to take more influence on things that happen in a map than ever before in UT2004. I call this "Kismet light" and it shall be released in the near future.
 
 
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[[Category:Legacy Personal Page|{{PAGENAME}}]]
 

Revision as of 15:33, 20 February 2010