As usual, I tested the map with bots and when things died down a bit I noticed there were still monsters around but I didn't hear anyone still shooting.
Took me a bit to find them, they were all in the garbage can.
Didn't take that personally, but y'know... that thing could use a teleport in it so they can get out and kill more monsters.
MonsterHunt map
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Re: MonsterHunt map
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· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
· https://x.com/EvilGrinsIsBack
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
· https://x.com/EvilGrinsIsBack

Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: MonsterHunt map
I don't remember to many such "UM" stuff having a minimal logic Bot support - eh... right now a weapon from map has visual issues - interesting... we can follow the programming logic: No map = No bugs - no, "recycle bin" it's not needed...
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Re: MonsterHunt map
I created this map many years ago form an old sniper-map since the the NW3-players asked for harder maps to fit NW3, for players with the standard weapons I added some custom snipers to even it it out, we had some problem that the counter skipped some monsters so we could not end it, I now use the great SBCounterV4 instead 4 standard and is now called MH-UM-1000monstersV2
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Re: MonsterHunt map
Such can also happen if a Dispatcher is involved in counting and fed with a lot of events simultaneously - it will miss some of them.
See also https://github.com/OldUnreal/UnrealTour ... ssues/1454
"If Origin not in center it be not in center." --Buggie