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About This File

The BSP version of DM-Batrankus, for those who want to play it at best performance!

The final, meshed version of DM-Batrankus is available at the UT Marketplace.

 

A DM/TDM/TSD map for 6 to 10 players, with strong focus on the floorplan and item placement.

 

Key Features:

  • Snipe the major powerups from the whole opposite side of the map!
  • Use the underground zone to JumpBoot your way to pretty much any place within seconds... at your own risk!
  • The sides have the weapons and pickups. The middle has the z-axis advantage. Easy to understand but hard to master!
  • Quite a lot of shortcuts and crazy jumps for advanced players to be found (map can be navigated perfectly without jumptricks, though).


Credits:

  • Thanks to 'RattleSN4K3' for the awesome MapScaler tool. I can't stress enough how awesome this tool is.
  • Wood sounds by 'rage91', 'maxdemianagl', 'yesfan', 'timpryor' and 'rudmer-rotteveel', from 'freesound.org'.
  • Thanks also to 'tidu' for the Blueprint help to make the Keg spawn only on DM and TDM!

 

Enjoy! And use your JumpBoots wisely! :)


What's New in Version RC3a   See changelog

Released

October 22, 2016:

  • Replaced the BioLauncher by the BioRifle.

  • Placed the Grenade Launcher between the Flak and the Keg.

  • Moved the near-the-Amp LinkGun slightly.

  • Added a few more Vials in a couple of ramps.

  • Added 5 Vials at the Redeemer spot in Duel and Showdown.

  • Tweaked Spawns slightly.

  • Improved collision of all elevator cubbies and other minor stuff.

  • Improved getting out of the small water pit (still may cause a bit of trouble now and then, though...).

  • Added Ambient Sounds in the water pools.

  • Moved the existing KillZVolumes slightly upwards, and added BlockingVolumes under them to stop the spectator camera from going through the outside rocks.

  • Added effective Blocking for Redeemer secondary with a combination of UTNoCameraVolumes and KillZVolumes.

  • Got rid of many shadow artifacts in the outside rocks.

  • Cleaned up the Minimap.

  • Tweaked Lighting and PostProcess. Toned down light intensity of torches a bit.


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