Earlier Versions
Name | Size | Uploaded | Game Version | Downloads | |
Ghost Tournament v0.52a2 release | 5.57 MB | Mar 28, 2011 | - | 1,174 | Download |
Ghost Tournament v0.52a release | 5.57 MB | Mar 28, 2011 | - | 162 | Download |
Ghost Tournament v0.51a release | 5.57 MB | Mar 27, 2011 | - | 163 | Download |
Ghost Tournament v0.50 release | 5.56 MB | Mar 27, 2011 | - | 489 | Download |
Ghost Tournament v0.44b release | 5.55 MB | Nov 27, 2010 | - | 401 | Download |
Ghost Tournament v0.43b release | 5.54 MB | Nov 24, 2010 | - | 172 | Download |
Ghost Tournament v0.41b release | 1.75 MB | Nov 23, 2010 | - | 234 | Download |
Ghost Tournament release | 1.75 MB | Nov 23, 2010 | - | 134 | Download |
Ghost Busters release | 1.75 MB | Nov 19, 2010 | - | 254 | Download |
Screenshots
Description
Third person shooter with different play modes including Capture the Flag, Deathmatch, Team Deathmatch and Domination.
It's now possible to enter/exit vehicles, shoot from vehicles and run over other players.
Ingame footage.
The map was inspired by Unreal Tournament.
Best played with 6-12 players. Available on B-net EU. Feel free to upload to different realms.
- Press TAB to see the score board.
- Use W, A, S, D or the arrow keys to walk.
- Left click to shoot.
- Right click to zoom.
- Hold SHIFT to run or use vehicle turbo.
- Press SPACE to jump.
- Press E when standing next to a vehicle to enter it.
This map is still in development. Feel free to report bugs or send me ideas.
Contact: rens.rongen@gmail.com
I haven't yet been able to test this map with more than 4 players. Please feel free to do so. It can be played on EU servers, but I'd love to have it uploaded on different realms as well.
Let me know if you plan to do so, I'll keep you informed when new updates come around. I have plans to add a lot of cool features in future releases.
Another thing I would like to mention is that I've tried using a line-sphere intersection algorithm which is a lot faster than the often used stepwise ray-tracing algorithm, especially over long distances and when greater precision is required. It worked pretty well and required only a single loop through all potential targets withing scanrange. Unfortunately I was unable to find a way to have it test for terrain intersection, and I've stopped using it. It's still in the old file if anyone's interested.
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