DM-CMC-DarkKeepOfChaos

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memsys
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DM-CMC-DarkKeepOfChaos

Post by memsys »

Dark Keep of Chaos

This map is my entry to the 2017 mapping contest.

Map description
The gods of chaos (the UT99 moderators) have plucked your from your pathetic reality like the ant you are and dropped you off in an old, bloody, chaos worshipping castle to fight for their amusement.
Do you have what it takes to crush your opponents into nothing more then a few chunks of mangled flesh and bone in order win your freedom or will you spend the rest of eternity dying in the most gruesome ways for the amusement of the gods of chaos?

Known issues
  • Bots sometimes are a little weird when it comes to the elevator towers because of the tight spaces. Pathing is not my strong point and I ran out of time to fix it for the contest map pack release.
  • 3 minor HOMS in the courtyard area that are non game breaking and unlikely to be noticed during gameplay.
  • weapon ammo pickups might act oddly with weapon mods as I set the ammo pickups to physics falling to make sure they would not disappear into the floor with weapon mods.
Too much text mem, gimme the screenshots already!
ScreenShot1.jpg
ScreenShot2.jpg
More screenshots can be found here: IMGUR LINK

Download

Dropbox Link


Mirrors

Owncloud Link (ignore the self-signed SSL certificate)
DM-CMC-ChaosKeep.zip
V 1.0 release
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original post
Dark Keep of Chaos

This map is my entry to the 2017 mapping contest.
The current map is still a work in progress and still needs a fair amount of work to be finished


Map description
The gods of chaos (the UT99 moderators) have plucked your from your pathetic reality like the ant you are and dropped you off in an old, bloody, chaos worshiping castle to fight for their amusement.
Do you have what it takes to crush your opponents into nothing more then a few chunks of mangled flesh and bone in order win your freedom or will you spend the rest of eternity dying in the most gruesome ways for the amusement of the gods of chaos?


Known issues
  • Bots sometimes get stuck in a few spots. (did not have the time to fix it)
  • One misaligned texture.
Stuff to be implemented
  • Decorations, LOTS of them.
  • Lighting rework, it's functional but not quite what I want. There are also places where I was planning to add lights but had to cut due to the deadline.
  • Tweaking and improving bot support.
  • Adding broken windows, furniture, some torture equipment, lots of blood.
  • tweaking the layout a bit.

BLA BLA BLA, too much text mem, gimme the screenshots already!
Okay, just keep in mind these are from the older RC1 version. (too tired to make new ones atm)
Image
Image
Image
Image
Image

Download

LINK TO CONTEST POST
Last edited by memsys on Sun Dec 03, 2017 12:18 am, edited 1 time in total.
JackGriffin
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Re: DM-CMC-DarkKeepOfChaos

Post by JackGriffin »

You know with certain mappers you will always get certain things. For example with Cardi you get beautiful visuals, a good backstory and the map is coherent. Terraniux always has crystals and his maps give a fun MH experience with attention paid to environmental detail. With Mem I always know he nails flow, lighting, and placement and this is another example of that. Weapons and pickups are where you expect/need them to be and although the map is small it doesn't feel overly claustrophobic because there's always a direction to move towards. This contest was in his wheelhouse and he solidly hits the mark with this entry.
So long, and thanks for all the fish
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memsys
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Re: DM-CMC-DarkKeepOfChaos

Post by memsys »

I'd thought I would post a little update.

Real life has been a bitch the last few months so progress has been rather slow.
So far I've completely zoned the level and I am currently working on redoing the lighting and adding some decoration. I will probably tweak the pickups and the paths as well.

Here is a quick screenshot:
Capture.JPG
EDIT: @Gopo, thanks for the kind words :tu:
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Re: DM-CMC-DarkKeepOfChaos

Post by papercoffee »

More screenshots!!!! ...please... :wink:
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Re: DM-CMC-DarkKeepOfChaos

Post by Terraniux »

papercoffee wrote:More screenshots!!!! ...please... :wink:

:agree1:

edit: If I may make little and minor comment, make the red blood more 'red' . Blood is like a mirror for reflection while the actual substance absorbs a lot of light.
Not to be bad about your hard work, just a little mention! :thuup:
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Re: DM-CMC-DarkKeepOfChaos

Post by memsys »

Terraniux wrote:
papercoffee wrote:More screenshots!!!! ...please... :wink:

:agree1:

edit: If I may make little and minor comment, make the red blood more 'red' . Blood is like a mirror for reflection while the actual substance absorbs a lot of light.
Not to be bad about your hard work, just a little mention! :thuup:
a lot of the level still looks the same, so right now screenshots won't give you anything more then my contest release already has :) .

@ Terraniux, I don't mind at all! and yes, the blood does not look good at the moment but I am still planning to tweak that (it's kind of a pain that you can't easily alter the transparency of a single texture) . Thanks for the input!
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Re: DM-CMC-DarkKeepOfChaos

Post by papercoffee »

memsys wrote: a lot of the level still looks the same, so right now screenshots won't give you anything more then my contest release already has :) .

@ Terraniux, I don't mind at all! and yes, the blood does not look good at the moment but I am still planning to tweak that (it's kind of a pain that you can't easily alter the transparency of a single texture) . Thanks for the input!
Just show screenshots of the new lighting. :wink:
For the blood not red enough...
Green lighting makes red blood black. You can't avoid it. It's a principle.
But did you consider special lights?
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Re: DM-CMC-DarkKeepOfChaos

Post by memsys »

I've put in some more work today.

I've added some more decoration, tweaked some lighting and added some sounds

Screenies:
s2.JPG
s3.JPG
(yes, that window not being lit properly is already fixed)

Enjoy! :wink:

EDIT:

@ paper: yes, I have thought about adding a special light but I have not gotten around to it.
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Re: DM-CMC-DarkKeepOfChaos

Post by papercoffee »

memsys wrote: Enjoy! :wink:
Those two pathnodes in your first pic are too close ...
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Re: DM-CMC-DarkKeepOfChaos

Post by memsys »

papercoffee wrote:Those two pathnodes in your first pic are too close ...
Whoops! must have accidentally duplicated those.

Update:

I've added more details. Did some more tweaking to the lighting. Added more sounds. Finally replaced the cube brush connecting the water room to the altar with a broken wall looking brush.

The level is very close to a final release and I should be able to finish it tomorrow in time for the map pack!

For now I will upload the latest revision of my map in case anyone is curious to see what the map is like now.
If you spot something odd please let me know so I can fix it.
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DM-CMC-ChaosKeep-RC6.unr
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Re: DM-CMC-DarkKeepOfChaos

Post by Red_Fist »

wish you could do a SP for it.
Binary Space Partitioning
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Re: DM-CMC-DarkKeepOfChaos

Post by memsys »

I think this version is about ready for release, I am going to take a quick look and test tomorrow to see if I can find anything. If not I will release it as final in a proper package.

Editing took a little longer then I thought and IRL got in the way as well :/ eh well it is what it is.
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DM-CMC-ChaosKeep-RC7.unr
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OjitroC
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Re: DM-CMC-DarkKeepOfChaos

Post by OjitroC »

What's changed? I played RC7 a couple of times just now - using MonsterSpawn 3.03 to spawn just a few monsters (8) and had GPFs both times - log extracts :
Spoiler
Critical: APawn::breadthPathFrom
Critical: APawn::findPathToward
Critical: AActor::ProcessState
Critical: Object SkaarjUTGunner DM-CMC-ChaosKeep-RC7.SkaarjUTGunner2, Old State State UnrealShare.ScriptedPawn.Charging, New State State UnrealShare.ScriptedPawn.Charging
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UXC_GameEngine::Tick
Critical: UpdateWorld
Critical: XC_MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: Exiting.
and
Spoiler
Critical: APawn::breadthPathFrom
Critical: APawn::findPathToward
Critical: AActor::ProcessState
Critical: Object SkaarjUTGunner DM-CMC-ChaosKeep-RC7.SkaarjUTGunner6, Old State State UnrealShare.Skaarj.Hunting, New State State UnrealShare.Skaarj.Hunting
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UXC_GameEngine::Tick
Critical: UpdateWorld
Critical: XC_MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: Exiting.
I have played previous versions of DarkKeepOfChaos (most recently RC6) using the same MonsterSpawn configuration without any errors or problems and, similarly, have used the same MonsterSpawn configuration in numerous other maps without any errors or problems.
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memsys
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Re: DM-CMC-DarkKeepOfChaos

Post by memsys »

OjitroC wrote:What's changed? I played RC7 a couple of times just now - using MonsterSpawn 3.03 to spawn just a few monsters (8) and had GPFs both times - log extracts :
Spoiler
Critical: APawn::breadthPathFrom
Critical: APawn::findPathToward
Critical: AActor::ProcessState
Critical: Object SkaarjUTGunner DM-CMC-ChaosKeep-RC7.SkaarjUTGunner2, Old State State UnrealShare.ScriptedPawn.Charging, New State State UnrealShare.ScriptedPawn.Charging
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UXC_GameEngine::Tick
Critical: UpdateWorld
Critical: XC_MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: Exiting.
and
Spoiler
Critical: APawn::breadthPathFrom
Critical: APawn::findPathToward
Critical: AActor::ProcessState
Critical: Object SkaarjUTGunner DM-CMC-ChaosKeep-RC7.SkaarjUTGunner6, Old State State UnrealShare.Skaarj.Hunting, New State State UnrealShare.Skaarj.Hunting
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UXC_GameEngine::Tick
Critical: UpdateWorld
Critical: XC_MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: Exiting.
I have played previous versions of DarkKeepOfChaos (most recently RC6) using the same MonsterSpawn configuration without any errors or problems and, similarly, have used the same MonsterSpawn configuration in numerous other maps without any errors or problems.
Huh, that IS odd, I mostly added a few more enviromental sounds, added lensflares and added/tweaked some lighting.
Oh! I just remember I turned off path rebuilding to save some time on full rebuilds! that might be the cause as it was rather late when I put the map up.
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Re: DM-CMC-DarkKeepOfChaos

Post by OjitroC »

memsys wrote: Oh! I just remember I turned off path rebuilding to save some time on full rebuilds! that might be the cause as it was rather late when I put the map up.
Yes, I think it is to do with paths - just got this with a bot
Spoiler
Critical: APawn::breadthPathFrom
Critical: APawn::findPathToward
Critical: AActor::ProcessState
Critical: Object TMale1Bot DM-CMC-ChaosKeep-RC7.TMale1Bot0, Old State State Botpack.Bot.Roaming, New State State Botpack.Bot.Roaming
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UXC_GameEngine::Tick
Critical: UpdateWorld
Critical: XC_MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: Exiting.
The map is looking and sounding really, really great!
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