MH-ValleyOfEllora+

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TheHellFire
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MH-ValleyOfEllora+

Post by TheHellFire »

Hello,

This map has been started over and over again and I finally found the time and will to finish it.
It will definitely be my last map, especially considering the state of the game and the very limited amount of people still being online.
Hopefully this will still please some people and hopefully bring some joy to an unfortunately dying game.

Updated download link:
MH-ValleyOfEllora+.rar
Enjoy!
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Last edited by TheHellFire on Sun Oct 27, 2024 3:40 pm, edited 3 times in total.
Red_Fist
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Re: MH-ValleyOfEllora

Post by Red_Fist »

Possible better download site, ? without clicking to "agree"
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TheHellFire
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Re: MH-ValleyOfEllora

Post by TheHellFire »

Red_Fist wrote: Sat Oct 26, 2024 3:53 am Possible better download site, ? without clicking to "agree"
I uploaded it as an attachment, so now you should be able to download it without any issues!
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UnrealGGecko
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Re: MH-ValleyOfEllora

Post by UnrealGGecko »

Welcome back! Lovely map, brings that Unreal 1 vibe and the quality is up there with Derdak2rot's maps. Wish it had bot-support to at least speed it up a bit, as the map so far feels HUGE lol.
I think only the MH community fell off the most, stuff like DM sniper's, CTF PUGs and especially BT (with a current race tournament happening on UTBT) still being fairly active and kicking. Barbie's server still seems to have a few players every now and then though :)

minor issues I had:
- The well you get out of to meet the Skaarj Lords is pretty hard to get out of,
- The Spinner corridors seem to turn off any music, even the one from a later section,
- The Flooded Cave elevator tsakes ages to activate and go down
Had to end it after the Giant Gasbag, got lost on where to go.
TheHellFire
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Re: MH-ValleyOfEllora

Post by TheHellFire »

UnrealGGecko wrote: Sat Oct 26, 2024 2:16 pm Welcome back! Lovely map, brings that Unreal 1 vibe and the quality is up there with Derdak2rot's maps. Wish it had bot-support to at least speed it up a bit, as the map so far feels HUGE lol.
I think only the MH community fell off the most, stuff like DM sniper's, CTF PUGs and especially BT (with a current race tournament happening on UTBT) still being fairly active and kicking. Barbie's server still seems to have a few players every now and then though :)

minor issues I had:
- The well you get out of to meet the Skaarj Lords is pretty hard to get out of,
- The Spinner corridors seem to turn off any music, even the one from a later section,
- The Flooded Cave elevator tsakes ages to activate and go down
Had to end it after the Giant Gasbag, got lost on where to go.
Thanks for the compliments and for the (constructive) criticism.

I mostly went for a style that would fit a server with at least 2 people, single player is still possible ofcourse, but I didn't do any bot pathing indeed.

Barbie's server indeed is doing well, nice to see there are still some active players left.

I can explain most of the minor issues you have had, doesn't mean I'll try to justify them, just my point of view:
''- The well you get out of to meet the Skaarj Lords is pretty hard to get out of,'' -> I do know that some people struggle with those ''water exits'' however I felt it was doable without too much effort
''- The Spinner corridors seem to turn off any music, even the one from a later section,'' -> I used blank.umx for that part on purpose since I was going for a scary, creepy vibe, hence the no music
''- The Flooded Cave elevator tsakes ages to activate and go down'' -> As you probably figured out you need to kill the ''Slith God'' first, then it will activate. The reason it's slow is because I set the elevator to activate after 4 seconds, in case other players want to get on it aswell. This to avoid people getting on the elevator and others being left behind or having to wait. It is however, on the slow side yea.

Shame you had to end after the Giant Gasbag.
There are 2 paths in the spinner part, one takes you down to the ''cellars'', the other takes you to the titan statue corridor, which will open once the Giant Gasbag is dead.

Hope this clarifies some things.
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UnrealGGecko
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Re: MH-ValleyOfEllora

Post by UnrealGGecko »

Understood, will give the map another go when I can, maybe with a different weapon pack to spice things up like NW3 or FoodFight, I did visit that corridor once before the Gasbag fight and didn't check there again, whoops :D

and regarding the music yea I got the vibe and definetly helped with the atmosphere, I just didn't expect blank.umx to re-trigger once you went through that part every time.
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EvilGrins
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Re: MH-ValleyOfEllora

Post by EvilGrins »

UnrealGGecko wrote: Sat Oct 26, 2024 2:16 pm Wish it had bot-support to at least speed it up a bit, as the map so far feels HUGE lol.
I reached out to my pathing consultant to make this a bit more bot friendly.
TheHellFire
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Re: MH-ValleyOfEllora

Post by TheHellFire »

UnrealGGecko wrote: Sat Oct 26, 2024 6:01 pm Understood, will give the map another go when I can, maybe with a different weapon pack to spice things up like NW3 or FoodFight, I did visit that corridor once before the Gasbag fight and didn't check there again, whoops :D

and regarding the music yea I got the vibe and definetly helped with the atmosphere, I just didn't expect blank.umx to re-trigger once you went through that part every time.
Cool, hopefully you can make it till the end and see the rest of the map this time :)

Also, there are 4 secret Redeemers in the map for if you want a bit of a challenge :wink:
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sektor2111
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Re: MH-ValleyOfEllora

Post by sektor2111 »

Maybe some polishing is needed around...
Editor.log wrote: Movers which bTriggerOnceOnly must not use InitialState = TriggerToggle:
Mover0
...
Actors change DrawScale but use same CollisionRadius and CollisionHeight:
Tree6
Tree13
Tree17
...

Movers with bUseTriggered can be opened by <grab> command from any player:
Mover0
Mover1
Mover2
Mover5
Mover7
Mover11
Mover12
Mover13
Mover14
Mover3
Mover9
Mover16
...
ZoneInfo which share zone with another ZoneInfo:
WaterZone9 placed in zone of WaterZone5
ZoneInfo13 placed in zone of ZoneInfo6
WaterZone10 placed in zone of WaterZone8
ZoneInfo19 placed in zone of ZoneInfo18
ZoneInfo2 placed in zone of ZoneInfo18
...
Brush share Model with another Brush
Brush2176 share Model Model2175 with Brush730
Brush2177 share Model Model2176 with Brush2075
Brush2178 share Model Model2177 with Brush1156
...
DupesScanResult: Checked 5712 actors. Found 99 duplicates.
...
CheckLostNavigation: Navigation Chain has 2 navigation points.
CheckLostNavigation: Navigation Actors found = 46 Navigation Actors.
CheckLostNavigation: Warning, Navigation Chain might be corrupted !
...
As result of corrupted Navigation chain, player might spawn even on a PlayerStart which is initially disabled - and it happened.
But... never mind it can be turned into a normal piece.
TheHellFire
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Re: MH-ValleyOfEllora

Post by TheHellFire »

Thanks for the log.

The only thing I'm not sure on how to fix is the PlayerStart issue, can you shed some light on that?
Last edited by TheHellFire on Sun Oct 27, 2024 3:34 pm, edited 1 time in total.
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sektor2111
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Re: MH-ValleyOfEllora

Post by sektor2111 »

It doesn't matter if map has PathNodes or not, whenever you add some "NavigationPoint" type actors it's needed a rebuild of paths. In order to have a clean Level, console commands are recommended without quotes:
- "PATHS UNDEFINE"
- "PATHS DEFINE"
This way Editor will create "NavigationPointlist" having all navigation actors linked each-other (disregarding existence of paths) the chain will work normally in all UT versions, either way UT version patched 469+ will automatically link these as they should be, but Vanilla UT 436-451 won't work correctly.
I cannot say more because randomly the map gets stuck my machine until it will reboot itself even without having game-log closed for investigations...
TheHellFire
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Re: MH-ValleyOfEllora+

Post by TheHellFire »

Made a final version of the map with some small fixes.
I did try to fix a few other things (previously mentioned) but they forced me to rebuild the map and that actually created bugs that were almost impossible to get rid of and since the map was working fine with those issues, I've decided to not change them.

Here's the list of small fixes:

- Fixed some lighting problems
- Fixed a double zoneinfo
- Fixed bTriggered movers which makes you able to open them with a command
- Reduced number of Sliths spawning and they now spawn with a faster interval
- Reduced number of Pupaes spawning
- Reduced number of Mantas spawning and they now spawn with a faster interval

New download link:
MH-ValleyOfEllora+.rar
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Man_With_No_Body
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Re: MH-ValleyOfEllora+

Post by Man_With_No_Body »

(MH-ValleyOfEllora.unr , old version: 2024-10-25)
I am late and you post improved version …

1..…..All decoration “UnrealShareUrn” should be non destructible.
Urn/Properties/Advanced/bStatic=TRUE

TorchFlames looks weird after Urn destruction.

Comment: not your fault (!) its a Barbie - Monsterhunt server feature.
After deco destruction mutator “GiftFromDecoration” can spawn 45+ gifts (shield, armor, health, damageamply ... etc). Some of them are in-accessible because of small collision cylinder, but others can affect game balance significantly.

Urn_TorchFlames_GiftFromDecoration.jpg

2…...MH-ValleyOfEllora.rar/Screenshots
22Mb reserved for PNG....hmmm … why not a WEBP or JPG file format?
Let's try, if all pics WEBP and 7z archive compression then MH-ValleyOfEllora.7z = > 8Mb

3……For more let's say "improvements" try ask “MapChecker”.
https://ut99.org/viewtopic.php?p=131447#p131447
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OVH
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Re: MH-ValleyOfEllora+

Post by OVH »

Man_With_No_Body wrote: Sun Oct 27, 2024 4:23 pm22Mb reserved for PNG....hmmm … why not a WEBP or JPG file format?
Because PNG format is lossless when WEBP and JPG are compressed lossy formats.
Lossless = better quality :wink:
Red_Fist
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Re: MH-ValleyOfEllora+

Post by Red_Fist »

Well I didn't want it to end, I really don't have any complaints, the only main thing is getting out of water, not just the wells.

The conundrum is it should be an oldskool SP map, then MH If it was pathed.
Because if you have 3 players or 8 players or 300 monsters or 1500 monsters, you have to adjust the ammo high for all the ammo pickups and shooting.

But if it was an official SP map you can put out more exact need for health or ammo and enemies, but if that is played as an MH, 8 players would blow through the level right away with not enough enemies.

MH is exactly like a deluxe version of SP because you can have bots playing along. So if you can make a perfect SP for one player, but also make it able to absorb 12 players. I would use MH over SP for making SP maps, but then try and make the same thing work with more players is hard for just, one player. with all that ammo laying around...type of conundrum.

Good job in my opinion, :thuup: :thuup:
Last edited by Red_Fist on Mon Oct 28, 2024 8:55 pm, edited 1 time in total.
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