CTF-OutworldHold (Siege) - BETA VERSION - (V4)

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Higor
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CTF-OutworldHold (Siege) - BETA VERSION - (V4)

Post by Higor »

Beta version of the map I was building.
Building notes and images for this map at: http://www.unrealkillers.com/showthread ... ap-Concept

Download here: https://www.dropbox.com/s/6yzikicfhcovs ... _4.7z?dl=0
LINK UPDATED TO BETA 4
The map has had all the brushes deleted due to its BETA status.

Includes MovableSkyzone.u, ready to use and redirect, requires ACE whitelist.

Includes Skyward3.u, ready to use and redirect.

Includes XC_Effects.u, still being edited.

Includes XC_Siege_r1.u, ready to use and redirect, guidelines on this package (as found in the class XC_Credits).
// Made by Higor - caco_fff@hotmail.com - Higor at UT99.org
//
// You may not modify this package
// You may not rename this package
// You can distribute this package with your map
// You can subclass objects and embed these into your maps

EDIT: IF YOUR ACE DOESN'T USE AUTOCONFIG, WHITELIST THE MAP AS WELL

- Map Contains:
Loads of embedded decorations.
New inventory: Ape cannon, Helmet, Booby trap.
PalleteSwap skin for the Ape cannon (search SkinPal at UT99.org for more info).
Seamless skybox.
Big rocks explode upon being nuked.
Grabable rocks, comes informative code on fixing clientside GRAB with ROLE_DumbProxy and tossing after drop.
Projectile blocking fields (but not players).
Hidded boss fight to enable an extra item spawner.
Bunkers that can be closed by placing containers at certain spots.
Underground passages.
Embedded warping, via actors instead of warp zones.

- XC_Siege_r1 contains:
Dynamic music controller. (not documented, use with extreme care)
Specialized mover trigger.
Pulse gun charge trigger, by alt firing at them, comes with particle emmiting.
Transporter trigger (like Old unreal's transporter, but for UT).
Trigger and Untrigger counter.
Instant field mover.
Specialized inventory spawners, triggered and with initial timers.
Zone notification system, with attachable notifiers (notifiers can be subclassed and embedded).
> Siege specific features (that add no code dependancy)
sgBuilding detection triggers.
sgBuilding attacher to movers.
sgBaseCore attacher mover, now the core can be moved as the mapper wants to.
... and some other things i may have forgotten about.
Since it generates no code dependancy, it can be used for general mapping as well.

Some screenshots:
Image
Image
Image

Early generaly layout from the top zone (the actual map has some little modifications)
Image

Big thanks to ChanClan for his ideas and beta testing support.
Feel free to download this map and play it on your Siege server.
Last edited by Higor on Mon May 15, 2017 11:26 pm, edited 3 times in total.
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Dr.Flay
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Re: CTF-OutworldHold (Siege) - BETA VERSION -

Post by Dr.Flay »

Ooo, interactive scenery !
Could do with a few more trees and shrubs, I think though.
Looks perfect for a dino-hunt too :D
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Re: CTF-OutworldHold (Siege) - BETA VERSION -

Post by papercoffee »

never played Siege ...but now I get this urge feeling I should.
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Re: CTF-OutworldHold (Siege) - BETA VERSION -

Post by Creavion »

Pretty good designed landscape! Considering you have only used Unreal 1 Terrain textures it is really neat! Great job!

I see you have deleted your brushwork as well ... good idea, I wouldn`t have done anything else. I remember your tutorials and I can imagine how much work it was for you without a real 3D modelling software.
But beware this forums has some "always keep brushes in your map, everybody knows it is your work" people. :roll:

Edit:
The map has had all the brushes deleted due to its BETA status.
Aah.. I see, avoiding anybody else claims this as his map before you are done, right?

BTW: uhm your custom vegetation .... why do I feel this strange urge to play Gothic 1 again, specially the swamp area, I really don`t know. :ironic:
With due respect: It fits together (the colors and stuff), considering most people would take random stuff. Gothic 1 and Unreal 1 could be somehow mixed and it still would look right.
If your skills are a fusion from Feralidragon (Scripting) and me (landscape design) then....
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About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
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What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
Higor
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Re: CTF-OutworldHold (Siege) - BETA VERSION -

Post by Higor »

Creavion wrote:BTW: uhm your custom vegetation .... why do I feel this strange urge to play Gothic 1 again, specially the swamp area, I really don`t know. :ironic:
With due respect: It fits together (the colors and stuff), considering most people would take random stuff. Gothic 1 and Unreal 1 could be somehow mixed and it still would look right.
I knew you'd find out.
Gothic 1 vegetation fits perfectly for some Unreal maps, the fact I already had all the vegetation models imported as static meshes in Unreal 227h helped a lot in knowing which ones to use. (And because Unreal ones are half assed)

I embedded those as part of the BETA, but I still have the U package with the decorations used, just in case you want it.
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Re: CTF-OutworldHold (Siege) - BETA VERSION -

Post by EvilGrins »

Pardon me a moment...

STARGATES!

...okay, I'm good now.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: CTF-OutworldHold (Siege) - BETA VERSION -

Post by Creavion »

No thanks. I am mostly moddeling my plants and trees by myself or I edit existing stuff from UT2004 or UT3 (retail or official bonuspack conent only) for my next map:
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EvilGrins wrote:*nonsense spam post*
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About to be non-active
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Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
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Re: CTF-OutworldHold (Siege) - BETA VERSION -

Post by EvilGrins »

When you say requires ACE whitelist do you mean just for online play?

I don't have ACE anything.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Higor
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Re: CTF-OutworldHold (Siege) - BETA VERSION -

Post by Higor »

Yes, for online play.

The MovableSkyZone.u (this one has had a little fix compared to the concept one), uses PlayerCalcView(), which uses Trace on third person view.
So for ACE servers, it needs to be whitelisted or everyone gets kicked.
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Re: CTF-OutworldHold (Siege) - BETA VERSION -

Post by Dr.Flay »

I see what Grins means about Stargate. I can imagine a big one in the centre plateau.
Not spam, just ineloquent ;)

@Grins ACE is a server management tool
The ACE manager thread is a good place to look: http://www.unrealadmin.org/forums/showt ... hp?t=30023
You can get ACE from http://unrealtournament.99.free.fr/utfi ... cheat/ACE/
If you have played on a server that uses it, you will already have the client files in your cache.
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Re: CTF-OutworldHold (Siege) - BETA VERSION -

Post by EvilGrins »

Dr.Flay wrote:I see what Grins means about Stargate. I can imagine a big one in the centre plateau.
Oh, I thought those red & blue things were team colored stargates.

My bad.
http://unreal-games.livejournal.com/
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ChanClan
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Re: CTF-OutworldHold (Siege) - BETA VERSION -

Post by ChanClan »

I like the feature of TRANS'ing and Flying a Nuke's THRU the Gate's... and the ApeCannon. Has anyone made a Grenade Launcher... I really want one of those to replace the Flak or be an alt-fire of it.
Last edited by ChanClan on Tue Aug 21, 2012 6:03 pm, edited 1 time in total.
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Re: CTF-OutworldHold (Siege) - BETA VERSION -

Post by papercoffee »

Somthing like a grenade launcher we make for the FoodFight Mod ...the Papricannon.
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Re: CTF-OutworldHold (Siege) - BETA VERSION -

Post by ChanClan »

papercoffee wrote:Somthing like a grenade launcher we make for the FoodFight Mod ...the Papricannon.
Perhaps, but the server link was down. I couldn't explore the FoodFight Mod... sounds interesting and original ...
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