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  Topic: Screenshots for fun!
evilgrins

Replies: 23
Views: 20184

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: 644

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: 260

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: 346

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: 23
Views: 20184

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: 23
Views: 20184

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: 644

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: 1076

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
  Topic: Seeking a new MonsterHunt map to edit
evilgrins

Replies: 0
Views: 966

PostForum: Mapping UScript and General Coding   Posted: Fri Mar 20, 2020 10:02 pm   Subject: Seeking a new MonsterHunt map to edit
Of the various things in UT I do frequently a particular thing is I find an ideal map for me to edit multiple variations of, swapping monsters and weapons to make it more interesting. Some of these make it onto servers (don't share all of them, but the occasional) as everybody likes a weird challenge now and again.

To date:
Made about 70 of a map taken from He Who Must Not Be Named · https://unreal-games.livejournal.com/tag/mh-brutes-variants

Made about a dozen of the Dark Forest · https://unreal-games.livejournal.com/116266.html

Made about 7 or 9 of that Serious Sam map · https://unreal-games.livejournal.com/112419.html

So I've got a lot of monster packs that have variations of Krall in them, and I'd like to edit a map to use them on, where primarily the only weapons players/bots have is the Goa'uld staff weapon.. for a more fair fight. Ideally it would have a lot of Creature Factories, can be a straight shoot-em-up like that 1st link up there or a bigger space like the other 2 links, and have decent bot pathing.







Any suggestions?
  Topic: Screenshots for fun!
evilgrins

Replies: 23
Views: 20184

PostForum: Random Fun&Jokes   Posted: Sun Mar 01, 2020 1:03 am   Subject: Re: Screenshots for fun!
Just a lazy Saturday afternoon, local time anyway...











  Topic: Monster Skins
evilgrins

Replies: 0
Views: 1573

PostForum: General Discussion   Posted: Sun Jan 19, 2020 7:32 pm   Subject: Monster Skins
Many of you know me as that crazy guy who posts an insane amount of screenshots... and if you don't know that about me yet, give it time. I'm also known for skinning and posting in forums A LOT and a more than slight Skaarj obsession. While I tend to post some stuff all over the place, some things cannot be kept up on if you don't keep it centrally located.

Like skinning monsters:
https://ut99.org/viewtopic.php?f=13&t=3567

Initially just for the Sktrooper, as I use the original Oldskool mutator that Usaar33 made that gave access to the Sktrooper model over half of my bots use, as they needed team colors...

Sktrooper skins · https://unreal-games.livejournal.com/100468.html

...I've since amassed a rather massive collection of skins for various monsters, because I edit maps too and along with changing projectiles and other things, sometimes I change the skins of the monsters on maps so they've got their own look.

Like so · https://unreal-games.livejournal.com/102886.html

Shared some of these over the years, now I'm sharing all of the ones I have (exception of those previously released in skinpacks) because why not?

Enjoy · http://www.mediafire.com/file/etksvizrg1oymt5/Monster-Skins.zip



No need to credit me, so far as these go even the ones that are largely my own work are based on the work of others so nothing in there is originally entirely all me.
  Topic: DM-HallOfGiants-IVish
evilgrins

Replies: 0
Views: 1627

PostForum: Mapping UScript and General Coding   Posted: Sun Jan 19, 2020 10:43 am   Subject: DM-HallOfGiants-IVish
Always been a big fan of maps with monsters in them, since long before UT ever had MonsterHunt; yes I've been playing that long. Didn't happen very often, and when it did it wasn't always on maps that were very good (not everything can be CTF-ProjectX) but it always made for a good change of pace. Especially when playing online, there's never a guarantee whatever game you join will be well populated... so monsters give you something to do whle you're waiting.

This is my favorite kind of map.

This is an update of an edit from 2012:
https://unreal-games.livejournal.com/76389.html

A chief complaint about that oldie was the Warlords on the map gave players 3 points when killed, plus once they were dead they were gone for good. So in looking to get around that problem I had to find monsters that don't give anymore points when killed than any other bot or player, and preferrably didn't die so easily.


Boss: This is a monster of Xan. You all know Xan. Well, other than he holds his weapon funny (no pun intended) this is basically the same. He can take several hits from redeemers, once he gets his hands on one he can shoot them too, and he's got his own voicepack built in.


Cyberus: Taken from the Legacy Single Player game by Jack Griffin (aka GoPostal to some) this is 1 tough monster. Completely unkillable though slow moving, and has multiple weapons. It has full intensity dispersion ammo, redeemers, a weird angle shot that's hard to describe, and if you wander under him when he's flying you may burst into flames.


GrimReaper: This is by far the most powerful monster anyone ever made for UT99. It can survive multiple redeemer hits, teleport, move at blinding speed, fly, fire redeemers (which is not it's usual weapon of choice) and it fires others monsters (called SkullHeads) as a projectile. I was originally going to remove him after I couldn't remove that monster firing ability, as SkullHeads are scary enough on their own, but I figure if you're playing with redeemers they're not too terrifying... just very creepy in ambient sound.


HallGuardians: In the previous version of this map I took away their projectiles, but due to another monster on this map I gave them back with an upgrade. Sometimes called the "Taste the Rainbow" Skaarj, these 4 come in all team colors but they're only on their own team. Setup to be able to survive multiple redeemer hits... they do an amazing job fighting SkullHeads.


Player: I tossed a SkaarjPlayerBot into the mix... just because it can respawn. He's capable of winning the game, but he likely won't even come close if there's redeemers involved.


Unreal Tournament Deathmatch Warlord: This is one to watch out for. Capable of surviving a couple redeemer hits, it fires redeemers and it respawns too. As you can see, it can win the game potentially and given it's usually flying very far from the blast range that means it doesn't lose points as much as most other players... though it is funny when it kills itself as it insults itself (in the 3rd person) in a very self criticizing sort of way.

If you play this map with a redeemer mutator you stand a chance, though maybe not with conventional weapons. I haven't tested this with mutators that swap redeemers for other weapons, so no idea how that may impact things.

Either way, it should be fun.
http://www.mediafire.com/file/l5qw8teljizw9bb/DM-HallOfGiants-IVish.zip
  Topic: Screenshots for fun!
evilgrins

Replies: 23
Views: 20184

PostForum: Random Fun&Jokes   Posted: Sat Dec 14, 2019 4:31 am   Subject: Re: Screenshots for fun!
It takes awhile...











...but it can be beat!
  Topic: Serious Sam's Garden of Death.... IN HELL!
evilgrins

Replies: 0
Views: 2400

PostForum: Mapping UScript and General Coding   Posted: Fri Dec 13, 2019 9:56 pm   Subject: Serious Sam's Garden of Death.... IN HELL!
Happy Friday the 13th!


Stretch back, with help from Nelsona, I edited a Serious Sam themed map · https://unreal-games.livejournal.com/112419.html

Since then I've made a few other edits of it, but mostly only to test new monsters I've found and/or to test various weapons on them. There's a Jurassic Park one, an Aliens vs Predator one, etc.

That last one I can't find any adequate weapons to beat even the 2nd wave of monsters.

The initial one got put up on a few servers, and I got the same comment from the admins of those. Apparently a lot of players used double-jump to get up on the walls and run all the way to the end. Given lots of us hate those that rush to the end, I've been debating various ways to defeat that problem, some of which are incorporated here.

This is a recovery situation for a failed DarkForst map, using the same monsters for that and even more as DF only has about 6 to 9 CeatureFactories and the Serious Sam one has 23. So there's some adapted Doom monsters, more than a few Quake monsters, some from the HauntedCreatures.u and a few other things.

So you know... the ghosts from Ghost.u can be killed but not easily!

I'm also working on a Christmas themed version, but it's not quite ready yet.

There are virtually no UT weapons on this map, they're Doom weapons instead:


There are some redeemers in hidden rooms and not convenient locations.

Enjoy · http://www.mediafire.com/file/g7etcqygowvyyuw/MH-GardenOfDeath_Hell.zip
  Topic: GREAT MOMENTS IN UNREAL TOURNAMENT HISTORY!
evilgrins

Replies: 0
Views: 1852

PostForum: General Discussion   Posted: Sat Nov 02, 2019 4:36 pm   Subject: GREAT MOMENTS IN UNREAL TOURNAMENT HISTORY!
The invention of UT9 (circa 150,009 B.C.) was not only a GREAT MOMENT, it was the 1st moment.

When cave-people peeked outta the cave/HUD to witness Ug smack Oog over the head with a boulder before a dinosaur ate them both.
 
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