MH-XV-Hell-GardenOfDeath

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EvilGrins
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MH-XV-Hell-GardenOfDeath

Post by EvilGrins »

I did an edit of the GardenOfDeath map like this back in 2019 · https://unreal-games.livejournal.com/121054.html · and I thought it'd be decent for XV.
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I used old Doom textures and as many monsters to its theme I could find at the time: Doom monsters, Quake monsters, etc.
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That and it exclusively uses weapons from a Doom weaponpack I found a stretch back.

Chief complaint about it, from someone who will go nameless-ish, was none of the Doom weapons have a sniper scope. Some folks fight monsters at a distance more than up close and personal.
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But the XV vehicles, a lot of them have a sniper view built in... so that works.

Most of the monsters on here are kinda light, so I used the weaker options of XV. Just to keep things fair.

Usual Suspects:
.u - /system
.uax - /music
.unr - /maps
.utx - /textures

Enjoy!
https://www.mediafire.com/file/4o8btmhm ... fDeath.zip
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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OjitroC
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Re: MH-XV-Hell-GardenOfDeath

Post by OjitroC »

EvilGrins wrote: Sat Jan 21, 2023 8:42 pm ... Some folks fight monsters at a distance more than up close and personal.
The only sensible thing to do surely? :P
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Re: MH-XV-Hell-GardenOfDeath

Post by EvilGrins »

OjitroC wrote: Sat Jan 21, 2023 9:06 pm
EvilGrins wrote: Sat Jan 21, 2023 8:42 pm ... Some folks fight monsters at a distance more than up close and personal.
The only sensible thing to do surely? :P
Sensible?

SENSIBLE??

This is unreal fighting in HELL, there's no such thing as sensible!!
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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OjitroC
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Re: MH-XV-Hell-GardenOfDeath

Post by OjitroC »

Nice map - lots of fun :tu:

I find I have a MH-XV-GardenofDeath_Hell.unr - I must have stuck a few vehicles in your previous version of Hell :P

Automatically merged

Just a couple of things to note :
1 ScriptedPawns like the qKnights that only have a melee attack don't to any damage to the tanks (nor to the player in the tank);

2 The projectile of the SkaarjAssassinZombie gives rise to a lot of log spam (over 700K)

Code: Select all

Log: Glob MH-XV-Hell-GardenOfDeath.Glob259 (Function UnrealShare.BioGel.Flying.BeginState:0088) LoopAnim: Sequence 'Flying' not found in Mesh 'bigchunk2'
Log: Glob MH-XV-Hell-GardenOfDeath.Glob245 (Function UnrealShare.BioGel.Flying.HitWall:0035) PlayAnim: Sequence 'Hit' not found in Mesh 'bigchunk2'
3 Personally I'd steer clear of the Zombi pawns - the default properties are ridiculous - I could use other terms but I'll stick with that - a large minus figure for HearingThreshold (can it hear a minus sound? the lowest threshold is 0 surely?) and for PeripheralVision (once one goes over a certain minus figure, -1.00 or -2.00 not sure which, it essentially means that the pawn can't see anything) for example but also the 1000000+ figures for skill, aggression, combatstyle etc.
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Re: MH-XV-Hell-GardenOfDeath

Post by EvilGrins »

True, but in cases like this I'm simply putting XV on existing maps not further customizing the monster selection to counter XV.

Similar issue with the entirely monster filled zombie version I'm still tweaking... where someone could basically run over almost everything.

Say what you will, that spammy amount of firepower really does damage to XV.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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