Screenshots

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OjitroC
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Re: Screenshots

Post by OjitroC »

EvilGrins wrote: Mon Mar 25, 2024 11:28 pm
Am I imagining things or is the sound quality different?
No you are not imaging that - I got lots of sound distortion. So I exported and checked all the sounds in MyLevel and there is a sound (Underwater ambience I think it is called) that is stereo - so this is likely affecting the sound quality and causing your crash (not every game will crash with stereo sounds but they will certainly have an impact on the overall sound quality).

The sounds from the map continued when I closed the map and went to 'New' (so nothing in the Viewports, just the grid) and even continued when I opened another map - I've never had that before! So something very odd about the sounds in the map - there may be something else in addition to the stereo sound. I didn't check the other sounds in the map as these are all default sounds going by the file names.
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Berserker
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Re: Screenshots

Post by Berserker »

OjitroC wrote: Tue Mar 26, 2024 12:42 am So I exported and checked all the sounds in MyLevel and there is a sound (Underwater ambience I think it is called) that is stereo - so this is likely affecting the sound quality and causing your crash (not every game will crash with stereo sounds but they will certainly have an impact on the overall sound quality).
You are indeed right. I checked with the Galaxy audio render and the sound quality was indeed very bad. It also caused stutters as well. I updated the map in my previous post.

@EvilGrins and @darksonny Try the updated map, it should fix the issues.
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EvilGrins
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Re: Screenshots

Post by EvilGrins »

Well...
Berserker wrote: Tue Mar 26, 2024 1:10 am@EvilGrins and @darksonny Try the updated map, it should fix the issues.
...it's definitely not crashing anymore.

As usual I tested the map with bots while I cruised around in Spectator Mode. Initially I was curious if players could get into the lab area up top, and I remember your initial explanation of the map was it's the start of a project with longer corridors and stuff.

What I wasn't expecting was to find those longer corridors... but I did.

Question: The tanks/tubes with the default players inside them, are those having to do with the respawn function which allows killed players to be reintroduced into the game?
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Berserker
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Re: Screenshots

Post by Berserker »

EvilGrins wrote: Tue Mar 26, 2024 3:12 am Question: The tanks/tubes with the default players inside them, are those having to do with the respawn function which allows killed players to be reintroduced into the game?
That's an interesting theory. To be honest, even I'm not sure about the meaning behind these tubes and the whole sci-fi lab, so they are open to interpretation.
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EvilGrins
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Re: Screenshots

Post by EvilGrins »

Berserker wrote: Tue Mar 26, 2024 3:26 amnot sure about the meaning behind these tubes and the whole sci-fi lab, so they are open to interpretation.
I've seen similar in other maps, they typically function like heal-pods. You stay in too long and you can drown but you heal the whole time you're in one.
Baardman
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Re: Screenshots

Post by Baardman »

Are screenvideo's also allowed in this section? dont know where to post this.

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EvilGrins
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Re: Screenshots

Post by EvilGrins »

Current status of skinning project:
Image

Why that Talk Texture? Well...
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mikaeolke
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Re: Screenshots

Post by mikaeolke »

Editing of amazing DOM-RMC-Jupiter from author Michael 'ExpEM' Nunn with conversion to DM map.
Added weapon, pickups.
Improved map geometry, changed some textures, added new details.
Reworked skybox and changed background.
Will not be published without permission from the author.
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EvilGrins
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Re: Screenshots

Post by EvilGrins »

mikaeolke wrote: Fri Dec 20, 2024 11:20 pmEditing of amazing DOM-RMC-Jupiter from author Michael 'ExpEM' Nunn with conversion to DM map.
Without the DOM setup, does the dragon still periodically kill random players?
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mikaeolke
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Re: Screenshots

Post by mikaeolke »

EvilGrins wrote: Sat Dec 21, 2024 1:58 am
mikaeolke wrote: Fri Dec 20, 2024 11:20 pmEditing of amazing DOM-RMC-Jupiter from author Michael 'ExpEM' Nunn with conversion to DM map.
Without the DOM setup, does the dragon still periodically kill random players?
No, I don't know how to implement this yet
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JohnnySix
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Re: Screenshots

Post by JohnnySix »

These are looking great! Amazing to see new stuff coming out 25+ years since GOTYE :D

For all the amazing looking geometry, are you creating brushes in a 3rd party tool and importing? Saw an amazing map called Rendezw00t recently and that has some very impressive geometry that would be challenging to vertex edit/clip into shape.

Link : https://www.utzone.de/forum/downloads.p ... Rendezw00t


Here's something less impressive - am digging through all my abandoned / unfinished stuff I was going to put together for an Extremew00t pack III .

Image
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UnrealGGecko
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Re: Screenshots

Post by UnrealGGecko »

OOh this one I think I did try it out, think it's still up on... uhh, UP's replacement site. Seemed pretty cool but was missing death zones or something (been ages). Would love to see these finished, man!
This one right? https://alt-fire.com/playground/maps/5956
MartinShameus
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Re: Screenshots

Post by MartinShameus »

First post and I would like to welcome You all, since I am digging here in deepths of internet to seek knowlegde how to use UED2.0. I am former mapper for Atari and TO:AoT (one of my maps was in map pack of this mod). However, here and there I tend to back to UED2.0 and do some maps for Tactical Ops mod. My server in 2012-2015 with my maps was kinda active, despite it was on Tactical Ops 2.2 (instead AoT). Welp, there is a different story now.

Lately I watched Apple TV series "Silo". My stupid mind told me to calc few stuff (the damn stairs!) and I found myself doing silo map. In UED 2.0
That can't be done, really, but I got some - what I would call - fine effects for engine that is 25y old. I would like to post some pics and talk about limits of this editor. Yep, I pushed it to the limits that the engine in UED could no longer reponse. Plan was different, so here is a short story and pics, showing end of this story.

The plan:
Create Silo map with switches and buttons like a puzzles so a player can puch final button to leave the Silo.

Execution of the Plan
To build a Silo in regular measures (legit ones). Ah, there is a problem. Lots of problems.
Firstly, maximum depth of UED2.0 Silo would be around 900 meters (oryginal has 1770 meters). Thats 1st problem. Second problem was that, if building such great silo, the engine is unable to calculate stuff. No matter what.

So I tested few setups and ended with 12 floors... meh. Still it was plan to build a game around it.
Then I started to add things... and stairs. Welp, stairs are a killer. Curves too, but mainly stairs. Each level of stairs took roughly 300kb and I was unable to add more than 5 levels. Rails were not a problem, but corridors started to making huge BSP holes. I dig almost 40 hours into code to seek problem, I found it and thus I know, this cant be made. Pity.
Anyway, here are some screenshots of what I've made. I can't go much further, so this is final result:

Screenshots: Silo-18 based on Apple TV

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cont.
Plan was bold, I would say. But I never figure it out how the engine is limited to objects. Yes, it is VERY limited and even copying same object (that doesnt count into objects calculated) has great impact of total calcs made in engine. So, after adding only 419 objects with 2018 RS I ended with editor unable to respond on any command, thus I stopped there, sine I was unable to add any thing into the map. Pity, but I am still astonished of things that can be made with this, 25y old editor. Cudos to its makers!
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EvilGrins
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Re: Screenshots

Post by EvilGrins »

MartinShameus wrote: Thu Mar 27, 2025 8:38 pmCreate Silo map with switches and buttons like a puzzles so a player can puch final button to leave the Silo.
Oh, you can't leave the Silo. You'll die out there.
MartinShameus
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Re: Screenshots

Post by MartinShameus »

That was the plan for a twist :D