GODZILLA vs KONG

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jmartin
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GODZILLA vs KONG

Post by jmartin » Tue Jul 13, 2021 1:13 am

Godzilla VS King Kong

Pretty easy to see where this "might" be heading.

This could be done in a near 100% default UT environment with maybe a couple Skin changes.

Turns out the Skaarj Berserker is one of the only non-human pawns the Queen considers an enemy, so yeah they will fight.

Increased the damage threshold on the Berserker to even the odds.

You need to trigger them by running between.

Surround this with a cheesy Tokyo landscape so it looks like a Toho set model.


Of course the Beastie Boys Intergalactic is a must have inspiration for a map like this.

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EvilGrins
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Re: GODZILLA vs KONG

Post by EvilGrins » Tue Jul 13, 2021 4:23 am

Nice idea, couple problems.
1) Monsters don't seem particularly invested in attacking each other.
2) Only 1 spawnpoint, everyone spawning in kills whoever popped in before them if they haven't moved.

I might suggest alternative monsters, like say a Krall and Queen... or possibly something of the UTDM-type monsters; added benefit of UTDM is they spawn back in after they die.

Something like this · viewtopic.php?f=5&t=5400

There needs to be some impetus to make the titans fight, standard monsters don't often have that.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: GODZILLA vs KONG

Post by EvilGrins » Wed Jul 14, 2021 7:21 pm

Tinkering...
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: GODZILLA vs KONG

Post by jmartin » Wed Jul 14, 2021 10:38 pm

EvilGrins wrote:
Wed Jul 14, 2021 7:21 pm
Tinkering...
Yes, just when Godzilla is on his last leg. . "Mothra".

Or maybe one of the flying insects.

Image


Some more inspiration.

If anyone would like to join in on this project, submit ideas, suggestions, please feel free to pitch in.
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Re: GODZILLA vs KONG

Post by EvilGrins » Thu Jul 15, 2021 3:47 am

jmartin wrote:
Wed Jul 14, 2021 10:38 pm
Or maybe one of the flying insects.
We have gargoyles now.
Image

What might be even cooler would be to incorporate something like this · https://unrealarchive.org/maps/unreal-t ... e84d2.html
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: GODZILLA vs KONG

Post by jmartin » Sun Jul 18, 2021 11:13 pm

Dropped in a SkyBox and a couple of roads.

Greened-up the queen's skin and increased the gamma on the Skaarj.

Can't decide if I like the black and white, or color better.

There is also another map called Godzilla, 2009 by Antti ''Chaos_Snake'' Kupiainen, but it appears to be some kind of Assault mode where you have to blow up a bunch of buildings?

https://unrealarchive.org/maps/unreal-t ... e84d2.html

PS. To enable these Pawns to be seen in the map, make sure to set your bNoMonsters=FALSE in the UnrealTournament.ini file.

.
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Re: GODZILLA vs KONG

Post by jmartin » Mon Jul 26, 2021 11:36 pm

Suspension Bridge [CHECK]

High Tension Power Lines [CHECK]

Helicopter Pad [CHECK]

I'm wondering what else should go in there?
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Re: GODZILLA vs KONG

Post by EvilGrins » Tue Jul 27, 2021 8:50 pm

jmartin wrote:
Mon Jul 26, 2021 11:36 pm
I'm wondering what else should go in there?
More than 1 spawnpoint!

Unless that's already been covered.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: GODZILLA vs KONG

Post by jmartin » Mon Aug 02, 2021 12:05 am

Added FlagBases [CHECK]

Added PathNodes [CHECK]

Added Pickups [CHECK]

Added a few more buildings.

I'm now sort of taking a different approach with this map.

One version will be day time.

The other will be night.

With a black sky background you don't see as much of the pixeled "burr" around the masked textures on the suspension bridge cables.

Boy I tell ya', take a look gentlemen...

That's a 5000 x 1600 2D sheet. You'd be hard pressed to find another map with a sheet that ridiculously big in it.

In photoshop, those cable are 1 pixel wide.

I had to scale it up to X64 to get it to align correctly.

Surprised it still bounces light !!!

The suspension bridge really doesn't do anything, other than it looks cool, so I'm keeping it.

And also in case Godzilla needs more stuff to smash.
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