MH-UP_Manor

Tutorials and discussions about Mapping - Introduce your own ones!
Buggie
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MH-UP_Manor

Post by Buggie » Mon Oct 04, 2021 1:26 am

Conversion for MonsterHunt this map:
https://unrealarchive.org/maps/unreal-t ... a4c2c.html
MH-UP_Manor.jpg
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MH-UP_ManorV1.zip
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EvilGrins
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Location: Palo Alto, CA

Re: MH-UP_Manor

Post by EvilGrins » Mon Oct 04, 2021 3:14 am

Are the ghosts just for effect or are they monsters?
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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sektor2111
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Location: On the roof.

Re: MH-UP_Manor

Post by sektor2111 » Mon Oct 04, 2021 6:02 am

If your editor is not rammed yet, you can open map and do some checks.

Edit:
I've adjusted some code for pathing data.
Last edited by sektor2111 on Mon Oct 04, 2021 7:54 pm, edited 2 times in total.

Buggie
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Re: MH-UP_Manor

Post by Buggie » Mon Oct 04, 2021 8:43 am

EvilGrins wrote:
Mon Oct 04, 2021 3:14 am
Are the ghosts just for effect or are they monsters?
Just deco.

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TexasGtar
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Re: MH-UP_Manor

Post by TexasGtar » Tue Oct 05, 2021 10:47 am

Ah the great Lord Simeon from down under. This was a fun map to play.

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OjitroC
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Re: MH-UP_Manor

Post by OjitroC » Tue Oct 05, 2021 7:44 pm

Interesting map and MH conversion :tu:

Played the first part of the map and these are from the log
Spoiler
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ScriptLog: Warning - can't add biterfish independently from biterfish schools

ScriptWarning: Counter MH-UP_ManorV1.Counter2 (Function Engine.Counter.Trigger:018E) Accessed None 'EventInstigator'
ScriptWarning: Counter MH-UP_ManorV1.Counter1 (Function Engine.Counter.Trigger:0037) Accessed None 'EventInstigator'
(These two repeat quite a lot)

ScriptWarning: FortStandardMH MH-UP_ManorV1.FortStandardMH12 (Function MH-UP_ManorV1.FortStandardMH.Trigger:000A) Accessed None 'EventInstigator'