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ut_CaBiN get
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features
improvements
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ut_CaBiN
(PLEASE do NOT shoot the wild
animals)
Concept
This map is a change of scenery compared to other UT maps in that it is
not so "urban". As you can see from the screenshots, there is one
main area with a cabin in the middle - gameplay is wide open - but there
is also cover!. I like to think I made decisions which maximize
gameplay, gameflow and speed with eye-candy further
down the list of priorities. There are caves/passages below the
cabin and inside the "mountains" but, in terms of most spawning and most
game modes they are optional. That is, you can always get to the
main playing area quickly but if you want to take a back route to sneak up
on a sniper - it is available.
Some Features
- camper-resistant team spawn locations - each group not in
exactly the same spot so potential campers will have to watch their
backs
- tram (cable car) - travel in relatively protected seclusion
to a lookout - thanks DaCloo for suggesting this
- divable diving board - point your toes in the pike position!
- climbable trees - to get onto high places or just hide out
with the owls
- solid tree trunks - they actually block bullets so not just
for visual cover
- shootable/breakable ice - e.g., fall off mountain,(hum theme
from James Bond) shoot ice, then land safely in water
- mountain ledges - adds "verticality", mountains not just to
look at
- mountain tunnels - alternate routes between areas
- easy to learn - if you do get lost in the beginning read the
signs
- open gameplay - but still lots of cover behind trees, rocks,
posts, snowdrifts etc. etc.
- ALL gamemodes - CTFers will be glad to know that CTF spawns
are NOT immediately next to the flag
Improvements Since ut_cabin (the
almost final version)
- playerclips taller - the invisible floors referred to at the
ut_forum are now gone
- tightrope to lookout - walk it if you dare
- new lookout - more cover on the ridge
- chain shaft - a wooden shaft to protect you as you climb to
the ridge
- textures - a few misaligned and misscaled textures fixed
Improvements Since ut_cabin_beta2
- even smaller - now it is a good size for most groups - even 1
on 1 (this is how much of beta testing happened)
- faster - runs much 6 times faster with bots - i.e., reduced
AAS cpu usage to 13713137 from 83490612 using cluster portals
- bot friendly - (see above) added bot_roam entities to move
bots around more (but UT2.3 doesn't allow them to climb ladders..yet)
- CAH - now works - it was supposed to in beta2 too but...
- diving board - sproing!
- dormers - no more skylights - dormers give more cover on the
roof
- chains always visible - the chains no longer disappear from
view - thanks to the autosprite2 shader feature
- signs clearer - made signs into nopicmip shaders so you can
read them in any video setting (no excuses for getting lost now)
- railings - cisum1 suggested railings - now there are plenty,
and the stairs are at better scale too
- cans - "it's these cans! he hates these cans!" - a model from
qkennyq fits well with the theme
- caves less blah - I said less blah...Pimeys and Cisum1
drove this point home
- tonnes of cash and prizes available - if you can find the
talking can you could win 9 million dollars!
Improvements Since ut_cabin_beta
- faster - better r_speeds, fewer shaders, better fps (no spot
reaches more than 9800 polys that I can find)
- smaller - the whole "hockey rink cave" has been removed along
with the passageways to it
- scale - I prefer to keep things roomy, but the
cabin and toolshed have been scaled down
- easy to learn - though some passages may look similar, you
will never get lost if you read the signs
- tram/cablecar - ride this to the "lookout" and back - glass
bottom to keep track of others while you ride
- sounds - more random ambient sounds added - turn on the
stereo...
- grotto/pool - water is no longer black, it is well lit,
ladder up to lower ledge
- lighting - more even, previous version had very washed out
areas
- ladders - many sets of stairs have been replaced with ladders
(reduces polygons mainly)
- breakable windows - all windows (except the tram bottom) are
breakable (they used to slide)
- better spawning - the spawning is designed for a quick return
to the action, changed ctf spawns
- better textures - not my strongest point, but some of the
ugly textures (e.g., woodpile) improved
- improved CAH - better flag placement (should be mayhem , with
large # of captures)
Map Tips/Tricks Movies These are mpeg movies made
from in-game demos. They are meant to show you features of the map
that are not totally obvious so you can get the most from the map.
These first two are actually two of the most advanced moves.
(The quality is not fantastic to keep filesize low - the point
is to show you what you can DO in the map, not how good it looks)
For details on how: (one day I may make
a tutorial for the UT crowd if people want it?):
- how to do it! start here
then go here
for optimization strategies
- how I sorted out some binds problems here
- basically you make the demo at regular speed,
then playback with cl_avidemo running and then start using your
script binds (see below) to move the "camera" around
Things I actually used to make the demos:
- demo maker, demo fast forward, third person
viewer scripts from UT-Scripts.net
- VideoMach
(converts tga files into several movie formats)
What People are Saying about CaBiN (and previous version
cabin)
Get
it and install it! ut_CaBiN(not
ut_cabin)
IMPORTANT remove old versions! -
remove all previous instances of the map (ut_cabin_beta.pk3;
ut_cabin_beta2.pk3; ut_cabin.pk3) from ALL of your quake3
directories (even ones outside of the /q3ut2/ folder). If you have
extracted files from these pk3 files (e.g., for making your own maps) you
will have to remove or rename them. In particular - you should not
have a version of fitz.shader anywhere but in ut_CaBiN.pk3 under
/scripts/. You must have the following directories in ut_CaBiN.pk3
(even though they are empty): /mr_fitz3/ as well as
/botkiller/.
*IMPORTANT: the
namechange is a subtle, but important one - written this way: ut_CaBiN to distinguish it from the defunct (old,
bad, deletable) version: ut_cabin. Luckily ut_CaBiN will overwrite ut_cabin but not the betas.
The caps are so you can distinguish the final map on game servers.
If you see any older versions of the map (e.g. ut_cabin_beta) out there do
me a favour and please email the server admins and tell them where
to get the final one.
- ut_CaBiN.zip
Installation: You will download a zip file
containing ut_CaBiN.pk3 and ut_CaBiN_readme.txt.
Extract ut_CaBiN.pk3 into your .../q3ut3/ folder (what you do with
the readme is your business)
Play it!
Launch: play the map by launching it the way you do all other
ut_ maps Servers: you can add these to your favorites in
UT, search them on Gamespy Arcade, or simply drop down the
console using ` and type: connect IP
Address
| Server Name (as shown in server lists) |
IP Address |
Location |
| www.geocities.com/moc_mr_fitz |
q3ut2.no-ip.com
(dynamic ip) |
W. Canada |
| >>urbanterror.chello.org #1>> TDM |
212.142.28.226:27961 |
Netherlands |
| >>urbanterror.chello.org #2>> TS |
212.142.28.226:27962 |
Netherlands |
| >>urbanterror.chello.org #3>> TS |
212.142.28.227:27960 |
Netherlands |
| >>urbanterror.chello.org #4>> TDM |
212.142.28.227:27961 |
Netherlands |
| Clan Prozac Dual PIII 833 Linux Anti-Survivor Q3UT2
CTF |
216.12.9.185:27962 |
not sure |
| thx.servequake.com | Team Survivor |
thx.servequake.com (dynamic ip) |
Connecticut |
| {X} Mugen Japan Q3:UT2.3 [TDM] |
150.65.129.69:27965 |
Japan |
| Aardvark UT TDM(2) (FF on) |
146.87.216.80:27963 |
Salford UK |
| PCN Beta 2.3 Funfest! (We have the new maps) |
128.210.146.209:27960 |
Indiana |
| --[Lt1]--Clan Server-- |
24.183.129.222:1065 |
Michigan |
| URBAN TERROR 2.3 [W4P] |
217.7.158.106:27965 |
Germay |
| SLAUGHTER HOUSE |
64.218.114.199:27960 |
Texas |
| ^4cbb1.wox.org |
217.215.14.235:27960 |
Sweden |
| DDC war server |
62.163.112.252:27960 |
Netherlands |
| MultiplayerGamers.com UT (FF) |
216.114.131.100:27960 |
Vermont |
| SHARK2 |
208.180.145.188:27960 |
not sure |
please contact me if you run the map and I will
include your server in this table
Mapping
Tutorials
Contact [email protected]
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