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  Topic: MH-Xvehicles-GardenOfDeath
evilgrins

Replies: 0
Views: 131

PostForum: Mapping UScript and General Coding   Posted: Thu Sep 10, 2020 8:16 pm   Subject: MH-Xvehicles-GardenOfDeath
I've in mind adding vehicles to the Appalachian Wonderland maps, DOM & CTF... maybe DM too, so I wanted to review Ferali's X-vehicles.


Put them on other maps for testing a stretch back · https://ut99.org/viewtopic.php?f=5&t=13132 · along with this one with different monsters... but I restored classic Unreal1 monsters to this and figured I'd finally put it out.

My initial review of Ferali's vehicles · https://unreal-games.livejournal.com/120044.html

Best way to map with these vehicles is to setup factories and assign tanks or jeeps to them, but keep in mind the factories (which look like wooden boxes) don't stipulate which side is the front.

This is yet another edit of the Garden of Death map · https://unreal-games.livejournal.com/112419.html · which is HUGE and ideal for these kinds of vehicles. Also, as a plus, papercoffee hates walking long distances so this way he can drive instead.

I used most of the monsters from standard U1, in sequential order, and those familiar with my first edit of this map will be happy to know I removed THOSE bunnies.

Some vehicles have heavier than normal armor, so if you want to go the roadkill route instead of shooting, that can work.

Oh, I did leave 2 surprises in a side room where there's a lot of redeemers... but you may wanna avoid going in there. Because of the "surprises".

Usual Suspects:
.u - /system
.uax - /sounds
.umx - /music
.unr - /maps
.utx - /textures
.png - Pwetty!
.ini - oops...

Enjoy!
http://www.mediafire.com/file/ejdwi037tb6inet/MH-Xvehicles-GardenOfDeath.zip

For those interested who want Ferali's complete release:
http://www.mediafire.com/file/zsu9v8or9jonlnt/Ferali-Xvehicles.zip

Note: This map is intended for offline play, possibly LAN as well. Ferali was pretty sure they wouldn't work online.
  Topic: CTF-UTDM-ZeitkindProFinal
evilgrins

Replies: 0
Views: 234

PostForum: Mapping UScript and General Coding   Posted: Thu Aug 27, 2020 2:57 am   Subject: CTF-UTDM-ZeitkindProFinal
I've always been a big fan of city maps, especially for CTF if it's possible to go inside of the buildings... and in this, it is!


Snipers are gonna love this map.

This is the kinda map that after I present it somewhere, Hook & MEAT without fail start requesting I convert it to Deathmatch for them, for their redeemer servers, but fortunately that won't be necessary. The mapper that made this map made multiple versions, across multiple games: Unreal1, ut99, & ut2004... and they're all available on UnrealArchive.

You can find all versions here: https://unrealarchive.org/search/index.html?q=Zeitkind

Seeing as the mapper made so many versions, I figure one more can't possibly hurt.


This is a Capture the Flag map with multiple levels, among multiple buildings, with all sorts of things going on that have nothing to do with CTF. You could very easily get lost in this place, it is vast. From rooftop battles to fighting in the streets to an underground network of sewers and tunnels, this map has it all. There's also 3 lifts that will take anyone all over the map should you be able to get to them before someone else does, they're not so much elevators as low-gravity hover-vehicles.

Each base has its own Titan, a UTDMT that will protect its territory strenuously. However, that's not all. With so much space to work in, I decided to go that extra mile.

In the lowest levels of the city is a small park, and it is the home of Mr. & Mrs. Big Butts. Kind of the resident homeless couple, they will defend that area feverishly... though Mr. Big Butts is not above proactively defending by going after players that have ventured too close.

From the upper rooftops, the city is protected by the Green Hornet and his partner Kato, who unleash their own brand of justice on all who catch their attention. They don't like the homeless population or people playing CTF.

So you can play CTF while dealing with oncoming fire both from the other team as well as these other elements...

...or you can let someone else worry about the other team's flag and just mix it up with all the fighting going on all over the place.

Usual Suspects:
.u - /system
.uax - /sounds
.unr - /maps
.utx - /textures
.png - Pwetty!

Enjoy!
http://www.mediafire.com/file/fj9ownk2pkaib1p/CTF-UTDM-ZeitkindProFinal.zip
  Topic: Screenshots for fun!
evilgrins

Replies: 25
Views: 23965

PostForum: Random Fun&Jokes   Posted: Sat Aug 15, 2020 6:02 am   Subject: Re: Screenshots for fun!
Usually once a month, sometimes twice, I update the screenshots threads to the several dozen forums I'm a member of. Usually with the same random thing said and generally all with different pics... today though I'm doing it somewhat different just for this 1 forum.

What we have here ios a w00t map I edited with UTDMT & UTDMW. It's mostly done but I'm still tweaking little things here and there. Lord of the Rings themed, I originally just did it with the Warlords until I noted a small problem. The lava all around the map is lethal except, strangely, in the volcanos.

This was a problem as at least a couple pads on the map launch players into the volcanos.

So, as the velocity and distance doesn't necessarily kill all players, I placed Titans in volcanos to kill anyone who should get launched there.





  Topic: Screenshots for fun!
evilgrins

Replies: 25
Views: 23965

PostForum: Random Fun&Jokes   Posted: Wed Aug 05, 2020 6:13 am   Subject: Re: Screenshots for fun!
Never been more proud of 1 of my bots... using bat-wings to fight a Warlord!






  Topic: MH-Flappies][
evilgrins

Replies: 0
Views: 1513

PostForum: Mapping UScript and General Coding   Posted: Tue Aug 04, 2020 4:54 am   Subject: MH-Flappies][
LeoTCK has a habit of creating monsters that're amazing. These are no different, they're great but they're mostly harmless. There's varying classes of Flappy, I chose just the FlappyBoy & FlappyKid because I initially went with all 4 classes but that was a bit of a memory drain.


Flappies are a sort of dinosaur that are about as harmless as NaliCows. Despite their size and claws, they have no attacks.

Only thing on this map that attacks are the Wasps. They've got stingers, which isn't much of a problem but they tend to attack in swarms. Unlike the butterflies that were originally on this map, the wasps can be killed by some weapons.

Only other monster on the map are these weird "birds"...

...which near as I can tell also have no attacks but they are very cool looking!

Map has one PlayerBot running around, who will fight the monsters on the map but also anyone on your team if it gets a chance.

Usual Suspects:
.u - /system
.umx - /music
.unr - /maps
.utx - /textures
.png - Pwetty!

Enjoy!
http://www.mediafire.com/file/tuqd0u9mgctz716/MH-Flappies.zip
  Topic: Map I love to play when I'm pissed off!
evilgrins

Replies: 1
Views: 929

PostForum: Mapping UScript and General Coding   Posted: Thu Jul 16, 2020 5:39 am   Subject: Re: Map I love to play when I'm pissed off!
Now... if you don't wanna download NW2 but still wanna play the map, this other download is a good alternative.

Aforementioned download:
http://www.mediafire.com/file/o4sjuctg7s4qx1h/MH-Yeen2both.zip

This version has the UKbadBoy, which is a specialized redeemer that uses the same explosive force as the NW2 Ultima-Protos. Plus it's alternate fire is a similar blast of a more mushroom cloud persuasion.

If you use an ammo regenerator in Monsterhunt like I do, you can fire multiple missiles from this thing:


Also this version of the map has 2 versions of the Yeen... which is a bit more fun.
  Topic: Map I love to play when I'm pissed off!
evilgrins

Replies: 1
Views: 929

PostForum: Mapping UScript and General Coding   Posted: Wed Jul 15, 2020 9:22 pm   Subject: Map I love to play when I'm pissed off!
One of the guhzillion variants I've made from that map Kaal made, although admittedly this was the 1st, this map soothes me when I'm not in the best of moods.


This was before Nali Weapons 3 was available, the BIG GUN on there is the Ultima-Protos from Nali Weapons 2 (which I admittedly like a bit more than the version in NW3). Most of the weapons on the map are standard UT versions, with the exception of the InstaComboGib which is like a standard Instagib on crack.

What is a Yeen?

Yeens are an altered version of a Skaarj Queen, which has no projectiles and an unusual attack. It gets really close to you, turns around, and stabs you to death with its tail. It's not an entirely well coded creature, as it attacks its own kind unless there's a mutator to prevent monsters from fighting each other.

Also, it jumps and teleports a lot!


Action on this map is intense, bots usually launch a couple shots from the Ultima-Protos shortly after the Yeen spawn in and the explosions from those are devastating to everything on the map, players & monsters & bots alike. Not to mention blinding...

...map probably needs a safety notice to not play in very dark rooms and to wear sunglasses while playing.

Usual Suspects:
.u - /system
.umx - /music
.unr - /maps

You will need Nali Weapons 2 to play this map:
https://www.moddb.com/mods/nali-weapons-ii

Enjoy!
http://www.mediafire.com/file/aybw5nfxc7r9glq/MH-Yeen2.zip
  Topic: Screenshots for fun!
evilgrins

Replies: 25
Views: 23965

PostForum: Random Fun&Jokes   Posted: Fri Jul 03, 2020 3:12 am   Subject: Re: Screenshots for fun!
Almost, but not quite, 4th of July weekend screenshot dump!













  Topic: Upcoming Skinning Contest
evilgrins

Replies: 1
Views: 1355

PostForum: General Discussion   Posted: Wed Jul 01, 2020 5:02 pm   Subject: Re: Upcoming Skinning Contest
Skinning contest has started, official thread here · https://ut99.org/viewtopic.php?f=13&t=13996

To take part you need to be a member of ut99.org, if you're not already you can join them just for the contest... maybe stick around after if you like too.
  Topic: Big monsters are BIG
evilgrins

Replies: 0
Views: 905

PostForum: Mapping UScript and General Coding   Posted: Mon Jun 15, 2020 5:20 am   Subject: Big monsters are BIG
I ran this idea off another forum, intended for MonsterHunt... about configuring GIANT-SIZED maps with GIANT monsters.

OjitroC took a first stab at it, came up with this:


I took a shot at it a bit later:












It may not be practical, increasing the drawscale also ramps up each monsters health but there are no projectiles that can be equally balanced out to that scale...  but it could make for some interesting mapping options for certain projects.
  Topic: Had to make a wee alteration to something
evilgrins

Replies: 0
Views: 924

PostForum: Mapping UScript and General Coding   Posted: Sun May 31, 2020 7:19 pm   Subject: Had to make a wee alteration to something
This is an update to 1 of these · https://unreal-games.livejournal.com/99808.html

Previous version was from before I started adding UTDMT, UTDMW, & UTDM prefixes to map names. Also the previous version had Titans above ground, behind each castle, but that was mostly for my own play standards. I don't usually telefrag others but many would to get an edge fighting team-allied monsters. With transloc disabled, the only real way to enter the castles is to run around the back which is where the Titans would see them; usually UTDMT don't wander around much from where they start until after they've died the 1st time.

But not everyone is so averse to telegragging



So I moved some things around.

Added UTDMW (Warlords) that start up front of the castles, to "greet" the enemy when they come a' calling.



This is a map of surface & trenches with underground tunnels. There's 2 main tunnels on each side that run the length of that team's territory with a couple other tunnels, just as there's about the same number of trenches which are handy for avoiding getting killed by snipers.

I moved the 1 Titan down into the main 2 tunnels and added another Titan, 1 for each tunnel. Also for my own reasoning of how I play...



...when I get the flag and arrive back on my side but the other team has my team's flag, I usually duck into the tunnels. With 1 bot backing me, I can usually survive long enough for my team to get the flag back. Now though I can have a Titan backing me, which makes for a handy shield in those rare instances someone brings a redeemer into the mix.

Usual Suspects:
.u /systems
.unr /maps

Enjoy!
http://www.mediafire.com/file/9w79rf5o5k35ief/CTF-UTDM-Kingdoms2.zip
  Topic: Screenshots for fun!
evilgrins

Replies: 25
Views: 23965

PostForum: Random Fun&Jokes   Posted: Thu May 28, 2020 3:21 pm   Subject: Re: Screenshots for fun!
Meant to do this over the weekend...










  Topic: Screenshots for fun!
evilgrins

Replies: 25
Views: 23965

PostForum: Random Fun&Jokes   Posted: Tue May 05, 2020 1:40 pm   Subject: Re: Screenshots for fun!
Some people take CTF very seriously:
· Lord Red takes the blue flag.
· Wolverine jumps over the edge and lands on Lord Red's head.
· Lord Red gets his brains blown out by a very enthusiastic flag recovery.









  Topic: Upcoming Skinning Contest
evilgrins

Replies: 1
Views: 1355

PostForum: General Discussion   Posted: Sat May 02, 2020 8:26 pm   Subject: Upcoming Skinning Contest
Mostly on the random I suggested a skinning contest over in ut99.org and it was rapidly hailed as a great idea.

Currently fleshing it out · https://unreal-games.livejournal.com/127350.html
  Topic: MH-KillThemAll[EG] · well that only took about 9 years
evilgrins

Replies: 0
Views: 1702

PostForum: Mapping UScript and General Coding   Posted: Mon Mar 23, 2020 7:11 am   Subject: MH-KillThemAll[EG] · well that only took about 9 years
I'm something of a credit whore when it comes to my edits, I obsessively try and get permission from the original maker of a map. Not so easy to do as most of those older mappers are long gone, but their downloaded .zip/.rar files often include a ReadMe with an email address which sometimes isn't completely unused anymore. In this case it was a post about this map on DestinationUnreal's forums that finally introduced me to the mapper who originally made this...

...and I was granted permission to work on any and all maps that mapper made.



I started working on this map somewhere around 2011, possibly 2010. It's been done several times but I kept re-fining it. Finding new monsters that I wanted to include, and then later I was about to release when a new redeemer came into existence due to something I made mention of in ut99.org's forums, and it seemed better than what I had before. Some monsters caused repeated errors and needed replacing.

I wanted everything to be just right, and it didn't slow down other projects. I've edited about 100 maps, most for my own use, while I was working on this one.



A few things:
· Maps I edit aren't specifically made for servers. Love it when people do put them on their servers, but mostly I setup for home games or possibly LAN games. Still, whoever you are reading this if you think this will work for your server then have at it.

· Map is a series of boxes, most of which have CreatureFactories in them. Monsters do not start spawning until a player or bot enters a room, most every room is blocked by a box. You beat all monsters in the room, you destroy the box to get into the next room... or if you're facing particularly hard monsters to beat you can try and break the box prematurely and get monsters started up in the next room. If you don't play with something that prevents monsters from fighting each other then maybe they can kill each other off making it easier for you and your team to get past there.

· As with most setups like this, each set of monsters is a little tougher than the last set. Though there's more than 1 wave here. The further you go the tougher they get... but then they get easier again and the cycle starts anew. The end of the 1st tough cycle is 6 rooms in.

· Once you beat the monsters in the final room, you take a QuantumJet and fly up to the exit. If you're one of those that likes to rush to the end of a map... good luck! I don't think that's possible here without cheating, but more points to you if you can manage it.

· Other more experienced mappers than I setup bot-pathing on this map, the folks at ut99.org are cool like that. This enables bots to traverse the entire map, although they can't end it; need a human player for that. This does cause 1 potential issue though, as some monsters are good at back-tracking pathing and will come at you all the way back to your starting room. There are a couple monsters on this map that do that frequently... so don't assume you're safe where you regularly spawn in.

· The redeemer on this is of the Nyan Cat variety. I sorta skinned the pickup but the dropped redeemer won't look like that; skinning weapons is tricky. I believe this is the latest version that was released. It's got a bit more punch than a standard redeemer, which is especially handy if you've got monsters that found your starting point.

· I play with bots all the time, not everyone does. I highly recommend use of bots on this map, as even when their skills aren't the sharpest they can still track an enemy faster than a human player can, and you may need that edge from time to time. Bots are you friends, not everything comes from SkyNET.



For those who live in areas where they're currently being encouraged (or forced) to stay home, this should make for an interesting challenge. I tested this map with 20 bots helping me, and it took us about 3 hours just to get to the final room... and another 45 minutes after that to get to the exit. We used no other mutators than something to keep healing us and reloading all ammo, so input from others that play this would be appreciated.

Specifically:
· How long did it take you to beat the map?
· Were you using any special mutators?

I'd really like to know.

Enjoy · http://www.mediafire.com/file/v2170qqvov2xzdy/MH-KTA.zip

Usual suspects:
.utx - /textures
.u - /system
.unr - /maps
.umx - /music
 
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