CTF-Hiekka

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TankBeef
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Re: CTF-Hiekka

Post by TankBeef »

SkYlInE wrote: Fri Apr 23, 2021 6:07 pm
EvilGrins wrote: Fri Apr 23, 2021 5:22 pm
papercoffee wrote: Fri Apr 23, 2021 3:55 pmWhat is it with recent mappers and their aversion against screenshots??
I know, right?

We should have them all flogged!
Hey, cut him some slack :shock: , he has NINE beautiful shots once you click the link. That's what I said first, "nice screenshots". Or...you can look at mine instead, but it's just ONE. :lol2:
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papercoffee
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Re: CTF-Hiekka

Post by papercoffee »

@SkYlInE
It's not only you, but this year nearly every new content where presented without any screenshots.
Maps especially.
It just makes this otherwise nice maps uninteresting for others when they can't see what they should download.
TankBeef wrote: Fri Apr 23, 2021 6:37 pm Hey, cut him some slack :shock: , he has NINE beautiful shots once you click the link. That's what I said first, "nice screenshots". Or...you can look at mine instead, but it's just ONE. :lol2:
Yes I see that ...but not in his post here.

Anyway, I like Egypt styled maps.
I'll test it. :mrgreen:
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sektor2111
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Re: CTF-Hiekka

Post by sektor2111 »

SkYlInE wrote: Fri Apr 23, 2021 6:07 pm I would be glad If this project got a chance for public servers.
And of course im happy that you like the design as Well.
Uumm, there are a few things in stage making me to think at a complex CTF and this looks suitable after some polishing.

I was blabbering through a new sort of Builder extension for UT's Editor - this is my tech adventure from last night. First I checked how much I can see from all assets - all objects are reported until UScript ends, at upper level in C++ I cannot see more data. I was curious if I can access vertices and generally geometry stuff (aiming to hunt non-colliding walls and nasty polys). All I could notice were Polys names, but nothing else (model's origins and so on). Then I drunk a coffee, then I tried to recompile some XC stuff in order to remember what is doable there, but I wanted things imported in Editor. After a compilation failed without any error printed but crashing compiler like an ass (specific to XCv24), I heavily could solve syntax and I ended in bringing a bit of Karma in Editor. XC_PawnLift which I wrote a few time ago was properly imported in a builder :lol2: . Of course, colored reachspecs were pointing me a few previous tiny bugs and then I fixed them... "Hey, Timon, try matching the colors" - I told to myself. Then I could create some specs :mrgreen: . Then I wrote paths enlarging up to Titan's Size. Then I tested functionality in this map. Definitely I think I have enough toys in UT not only in 227 for turning this thing into a monster war. Here mainly Teleporters were set simple (pupaes sliths) can have hunting access and combos concerning LiftCenters.
MonsterRevolution.PNG
This map has that Egypt type feeling and I think it's matching perfectly a combination with Skaarj and all sort of enemies. One important extra need was better paths because Bot Paths are too easy and sometimes heavy for monsters, I wanted something different, more aggressive.
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Whitey
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Re: CTF-Hiekka

Post by Whitey »

Just played this.
It's very good, bot pathing works pretty well tbh.

The only issue i came across was the bots getting stuck on the kicker at both flags. At one point i had 5 bots all trying to bounce up to my flag and getting nowhere. if you could find a way to fix that the map is pretty damn good. Or leave that kicker for Multiplayer and add 2 alternate routes on either side somewhere for easier access for the bots.
Other than that the gameplay was good.
Thanks :highfive:
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Re: CTF-Hiekka

Post by Old UT Veteran »

papercoffee wrote: Fri Apr 23, 2021 3:55 pm sektor2111 knowes that ;)
Not sure what happened to my post. I edited it right after posting to correct issues with the quotes and a whole paragraph disappeared detailing what sektor then later explained regarding surface properties - haven't noticed it was incorrect until now. Also, 'visible' post wasn't aimed toward anyone in particular, sorry if it insinuated something - needed clarification. I meant to elaborate on the topic.

Anyway, looks like I'm the only one having issues with playability:
Package "egyptian" is missing.
Attachments
Hiekka.PNG
Last edited by Old UT Veteran on Sat Apr 24, 2021 12:50 pm, edited 1 time in total.
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Re: CTF-Hiekka

Post by papercoffee »

Old UT Veteran wrote: Sat Apr 24, 2021 12:33 pm Package "egyptian" is missing.
Did you imply all the patches?
Because for me is this pack a default. :noidea
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Re: CTF-Hiekka

Post by Old UT Veteran »

papercoffee wrote: Sat Apr 24, 2021 12:45 pm
Old UT Veteran wrote: Sat Apr 24, 2021 12:33 pm Package "egyptian" is missing.
Did you imply all the patches?
Because for me is this pack a default. :noidea
Which patches are you referring too, the map bonus packs? I should have everything in that aspect; I haven't noticed any working issues before. Thought it was a custom pack initially. Guess I will browse the web now and see to my issue.

Edit:
Found it. Thanks.
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Re: CTF-Hiekka

Post by papercoffee »

I meant those patches:
viewtopic.php?p=107413#p107413
Dr.Flay wrote: Wed Aug 29, 2018 4:43 am
Check-list
These will bring a 1 CD or Steam version of UT up to full GOTY Edition, If you have a Standard UT (1xCD) you need patch 436 and bonus packs 1,2, and 3. All UT owners should use BP4.
ChaosUT and Rocket Arena are the extras included in the GOTY version second disc.
NOTE: There are also extra fixes for some of these Bonus Packs.

* UT patch v436
* UT Bonus Pack 1 (The Epic Pack)
* UT Bonus Pack 2 (The Digital Extremes Pack)

Contains:
CTF-Orbital.unr
CTF-HallOfGiants.unr

DE.umod - Warning: Updated version from CD 2, will not work for online play. Use the original from CD1
* UT Bonus Pack 3 (The Inoxx Map Pack)
This contains the UTInoxxPack.umod file.
* UT Bonus Pack 4 (The Christmas 2000 Pack)
This contains the UTBonusPack4.umod file.
The next two are available separately, and have been updated since release.
* ChaosUT This adds extra weapons, pickups, maps and game-modes. -[Chaos Extras]-
* Rocket Arena - INFO This adds a new game mode and custom maps.
All the patches and bonus packs are available from these easy to use sites;
https://liandri.beyondunreal.com/Unreal ... tial_Files
https://oldunreal.com/officialpatches.html
http://www.ut-files.com/index.php?dir=Patches/
https://liandri.beyondunreal.com/Unreal ... onus_Packs
https://drive.google.com/folderview?id= ... sp=sharing
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EvilGrins
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Re: CTF-Hiekka

Post by EvilGrins »

Old UT Veteran wrote: Sat Apr 24, 2021 12:33 pmPackage "egyptian" is missing.
The file is from 2006, I already had it.

Here you go!
Attachments
egyptian.zip
(168.77 KiB) Downloaded 13 times
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
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papercoffee
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Re: CTF-Hiekka

Post by papercoffee »

Old UT Veteran wrote: Sat Apr 24, 2021 12:54 pm
papercoffee wrote: Sat Apr 24, 2021 12:45 pm
Old UT Veteran wrote: Sat Apr 24, 2021 12:33 pm Package "egyptian" is missing.
Did you imply all the patches?
Because for me is this pack a default. :noidea
Which patches are you referring too, the map bonus packs? I should have everything in that aspect; I haven't noticed any working issues before. Thought it was a custom pack initially. Guess I will browse the web now and see to my issue.

Edit:
Found it. Thanks.
Ah forget it ...I mixed this up with Egypt.utx
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SkYlInE
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Re: CTF-Hiekka

Post by SkYlInE »

i tried to fixed some of the problems you guys mentioned
Shot00281.jpg
the glass thing should be work now, it seen on both sides.

i changed the kickers to swjumppad, its better for the bot support now.

i also added two ramps near the jumppad at the flag base so the bots wotn jump on it all the time. But i got the problem that the whole red base of the map is too far on the right side, you can see it at the ramps (pictures)


Shot00310.jpg
Shot00300.jpg
Is there a way to put the base 11 boxes to the left without rebuilding everything? Copying to the right spot will be a shame as well.
Map can be downloaded here:
CTF-Hiekka]v2[beta.rar
(717.32 KiB) Downloaded 13 times
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sektor2111
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Re: CTF-Hiekka

Post by sektor2111 »

Do you mind doing some stairs instead of a ramp if angle is not climbable ?
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SkYlInE
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Re: CTF-Hiekka

Post by SkYlInE »

I have dispensed with the stairs and instead moved everything around so that it looks more symmetrical.

Bot support is better now. swjump makes it easier for the bots and when they got the flag they are returning over the ramp.
Shot00331.jpg
Shot00351.jpg
personally i think it is a good gameplay now

so here is the final version to download.
the other versions can be deleted
CTF-Hiekka][.unr
(2.68 MiB) Downloaded 45 times
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TankBeef
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Re: CTF-Hiekka

Post by TankBeef »

SkYlInE wrote: Wed Apr 28, 2021 10:36 pm so here is the final version to download.
You make me want to leave work early :lol2:

EDIT: Wow!!! So much improvement!!! I will definitely play this map often. :rock:
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Whitey
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Re: CTF-Hiekka

Post by Whitey »

Amazing fixes.
Bots play the map pretty well now.
The Kickers aren't causing the issues i had before and they get to the udamage and belt fine.

I would have spread out the defence points a bit more instead of most being around the flag but it's not an issue at all.

Awesome work!
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