MH-AMC-Mesospheric

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Terraniux
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MH-AMC-Mesospheric

Post by Terraniux » Wed Oct 17, 2018 5:52 pm

My topic for the AMC contest.

Name is temporally, it will be something in this setting: magic - old roman / neo gothic - fairy tale like - versus stargate sg1 .

Pray for me folks that I finish this map in time: work + school is killing me. :sad2:
But this contest empowers me , and have something to look out for!

Game type : MH
Skybox not finished as you can clearly see.
pictures: see attachments.

-----------------------


Big file due the Chaos addon. I must find out which files, only to include.

Added temporary music. Readme and such will follow in final version.
Give it a run, let me know findings. Progress is early, not finished.


------------------------

and ohhh yes...... there will be........ crystals. :ironic: :loool:

image not found




Submission for the contest:

The map is and stays : UNFINISHED.

https://www.mediafire.com/file/0v5dah21 ... c.rar/file


People: this is as far I could produce, this is not finished. :nonono: :sad2:
Attachments
Shot0088.jpg
Last edited by Terraniux on Sun Dec 09, 2018 9:58 pm, edited 7 times in total.

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Tyr
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Re: MH-AMC-EnchantedEmpire

Post by Tyr » Wed Oct 17, 2018 7:43 pm

Looking forward to this.

Where are the crystals? :tu:

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Re: MH-AMC-EnchantedEmpire

Post by Terraniux » Wed Oct 17, 2018 7:58 pm

Tyr wrote:Looking forward to this.

Where are the crystals? :tu:
That is still the hardest part... of the map :lol2: - colour, shape, size. shininess. Rest is just easy mapping :lol2:

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EvilGrins
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Re: MH-AMC-EnchantedEmpire

Post by EvilGrins » Fri Oct 19, 2018 3:56 am

3rd pic, is that a stargate?
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:

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Re: MH-AMC-EnchantedEmpire

Post by Terraniux » Fri Oct 19, 2018 8:42 am

EvilGrins wrote:3rd pic, is that a stargate?
Yes. The mission revolves about some sort of stargate mission. I needed some sort of basis of plot. :noidea

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Re: MH-AMC-Mesospheric

Post by Terraniux » Wed Nov 28, 2018 11:05 pm

Just want to note, after ... some consideration, I am still in.

Found a name for the map. Mesospheric.

My progress is by far not finished, but I still have to deliver. Quitting feels more destructive rather than releasing an unfinished map.


Updated the skybox a little, once more.
The map will run heavy on systems I fear, zoned and unzoned.

Releasing a download soon,I hope. :noidea

2 weeks left, fingers crossed.
Attachments
grappig.jpg
grappig2
mooi2.jpg
grappig2

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FraGnBraG
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Re: MH-AMC-Mesospheric

Post by FraGnBraG » Thu Nov 29, 2018 2:15 am

That looks awesome! I for one am glad you returned :highfive:

More high quality mappage :tu:

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Re: MH-AMC-Mesospheric

Post by Red_Fist » Thu Nov 29, 2018 6:53 am

Glad you re-entered !

That blue is killing me, :P

I probably could have made a map, but just so much other stuff, grrrrrr slap me up.
Binary Space Partitioning

JackGriffin
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Re: MH-AMC-Mesospheric

Post by JackGriffin » Thu Nov 29, 2018 2:27 pm

FraGnBraG wrote:I for one am glad you returned :highfive:
Yeah, me too. Let's close the book on conflict and end this contest in the spirit of good competition.

As expected your screenie's are sexy work.
So long, and thanks for all the fish

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UnrealGGecko
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Re: MH-AMC-Mesospheric

Post by UnrealGGecko » Thu Nov 29, 2018 6:04 pm

Mind removing the HUD in the 2nd pic? Need a new wallpaper tnx! :ironic:

Seriously that skybox looks amazing!

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OjitroC
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Re: MH-AMC-Mesospheric

Post by OjitroC » Sat Dec 01, 2018 9:22 am

It's a really cool map :gj: - a challenging, entertaining and unusual MH map.
Terraniux wrote: Big file due the Chaos addon. I must find out which files, only to include.
I think you just need chaostrees.u.

Just a few things

1 From the log 'ScriptWarning: Failed to load 'Sound Announcer.Winner': Failed to find object 'Sound Announcer.Winner'.
2 The killzone doesn't kill the slith or the skaarj warriors, though it does kill krall.
3 I wasn't able to pick up the shieldbelt at the beginning (in front of the stargate) but I assume that is deliberate.
4 You have a typo in the map name and in the introduction at the start of the map - it's AMC and not AWC.
5 Sektor's TelTweak reports 'ScriptLog: Invalid Teleporter -> Message Spam removed for Teleporter MH-AWC-Mesospheric.VisibleTeleporter1'

Terraniux
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Re: MH-AMC-Mesospheric

Post by Terraniux » Sat Dec 01, 2018 11:54 am

Thanks for the feedback. Very useful.
Submission is now present in first post to download.

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OjitroC
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Re: MH-AMC-Mesospheric

Post by OjitroC » Sat Dec 01, 2018 4:47 pm

I should clarify what I said in point 2 in my previous post - the killzone doesn't always kill the slith or skaarj warriors, sometimes they survive falling or being blown off the 'islands'. On the other hand, the krall and flies are always killed - the flies have a tendency to fly down into it anyway.

One other point is that some of the jumppads inflict damage on landing so you may want to check these.

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Barbie
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Re: MH-AMC-Mesospheric

Post by Barbie » Sat Dec 01, 2018 8:18 pm

Terraniux wrote:Big file due the Chaos addon. I must find out which files, only to include.
Answer of my tool:
UnrealDeps.exe wrote:MonsterHunt.u
chaostrees.u
swJumpPad.u
BBoyShars.u
SM_Nature.u
ShadowManNature.utx
HeavenbyTerraniux.umx
MaximusbyTerrraniux.umx
SkeletalChars.u
Another tool told me the following:
Light61 is placed in the void
Light62 is placed in the void
Light66 is placed in the void
Light67 is placed in the void
Light68 is placed in the void
Spawnpoint19 is placed in the void
Teleporter2 is placed in the void
utflare1 is placed in the void
utflare7 is placed in the void
OjitroC wrote: 2 The killzone doesn't kill the slith or the skaarj warriors, though it does kill krall.
That made me curious and lead me from function VacuumZone.Tick() with

Code: Select all

if ( P.Fatness > 250 ) 	{	
	Level.Game.SpecialDamageString = DamageString;		
	P.TakeDamage(10000, P, P.Location, Vect(0,0,0), DamageType);
over to function Pawn.TakeDamage():

Code: Select all

function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
...
if ( (InstigatedBy != None) && (InstigatedBy.IsA(Class.Name) || self.IsA(InstigatedBy.Class.Name)) )
	ActualDamage = ActualDamage * FMin(1 - ReducedDamagePct, 0.35);
...
In words: if the attacker and the attacked are members of the same family or equal, the damage will be reduced by the value of (1 - ReducedDamagePct) regardless of the DamageType. I'd call that a bug.
Because in a VacuumZone attacker and attacked are the same and Slith and IceSkaarj have ReducedDamagePct=1, no damage will be left.

Possible solutions:
  • use ScriptedPawns that don't have a ReducedDamagePct of 1 (either other than above or subclassed types of them)
  • use a custom VacuumZone that does not pass the attacker ("instigatedBy") to the function TakeDamage():

    Code: Select all

    //=============================================================================
    // VacuumZoneEx.
    //=============================================================================
    class VacuumZoneEx expands VacuumZone;
    
    event ActorEntered( actor Other ) {
    	if (ScriptedPawn(Other) != None)
    	{
    		ScriptedPawn(Other).TakeDamage
    		(
    			10000,
    			None,
    			ScriptedPawn(Other).Location,
    			Vect(0,0,0),
    			DamageType				
    		);
    	}
    	Super.ActorEntered(Other);
    }
    
    The difference is that ScriptedPawns are killed instantly without the effect of getting fat first.
PS: May I run this already on my server? I'd change the name to "MH-AWC-Mesospheric-181130" or something until you release a final version.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

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sektor2111
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Re: MH-AMC-Mesospheric

Post by sektor2111 » Sat Dec 01, 2018 9:37 pm

I used CloudZone in all those MH craps which I did, simple as that, no one escaped alive from there... probably there are chances to work properly because that one has a deal with Pawn's enemy...

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