GODZILLA vs KONG

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jmartin
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GODZILLA vs KONG

Post by jmartin »

Godzilla VS King Kong

Pretty easy to see where this "might" be heading.

This could be done in a near 100% default UT environment with maybe a couple Skin changes.

Turns out the Skaarj Berserker is one of the only non-human pawns the Queen considers an enemy, so yeah they will fight.

Increased the damage threshold on the Berserker to even the odds.

You need to trigger them by running between.

Surround this with a cheesy Tokyo landscape so it looks like a Toho set model.


Of course the Beastie Boys Intergalactic is a must have inspiration for a map like this.

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Re: GODZILLA vs KONG

Post by EvilGrins »

Nice idea, couple problems.
1) Monsters don't seem particularly invested in attacking each other.
2) Only 1 spawnpoint, everyone spawning in kills whoever popped in before them if they haven't moved.

I might suggest alternative monsters, like say a Krall and Queen... or possibly something of the UTDM-type monsters; added benefit of UTDM is they spawn back in after they die.

Something like this · viewtopic.php?f=5&t=5400

There needs to be some impetus to make the titans fight, standard monsters don't often have that.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: GODZILLA vs KONG

Post by EvilGrins »

Tinkering...
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: GODZILLA vs KONG

Post by jmartin »

EvilGrins wrote: Wed Jul 14, 2021 7:21 pm Tinkering...
Yes, just when Godzilla is on his last leg. . "Mothra".

Or maybe one of the flying insects.

Image


Some more inspiration.

If anyone would like to join in on this project, submit ideas, suggestions, please feel free to pitch in.
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Re: GODZILLA vs KONG

Post by EvilGrins »

jmartin wrote: Wed Jul 14, 2021 10:38 pmOr maybe one of the flying insects.
We have gargoyles now.
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What might be even cooler would be to incorporate something like this · https://unrealarchive.org/maps/unreal-t ... e84d2.html
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Re: GODZILLA vs KONG

Post by jmartin »

Dropped in a SkyBox and a couple of roads.

Greened-up the queen's skin and increased the gamma on the Skaarj.

Can't decide if I like the black and white, or color better.

There is also another map called Godzilla, 2009 by Antti ''Chaos_Snake'' Kupiainen, but it appears to be some kind of Assault mode where you have to blow up a bunch of buildings?

https://unrealarchive.org/maps/unreal-t ... e84d2.html

PS. To enable these Pawns to be seen in the map, make sure to set your bNoMonsters=FALSE in the UnrealTournament.ini file.

.
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Re: GODZILLA vs KONG

Post by jmartin »

Suspension Bridge [CHECK]

High Tension Power Lines [CHECK]

Helicopter Pad [CHECK]

I'm wondering what else should go in there?
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Re: GODZILLA vs KONG

Post by EvilGrins »

jmartin wrote: Mon Jul 26, 2021 11:36 pmI'm wondering what else should go in there?
More than 1 spawnpoint!

Unless that's already been covered.
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Re: GODZILLA vs KONG

Post by jmartin »

Added FlagBases [CHECK]

Added PathNodes [CHECK]

Added Pickups [CHECK]

Added a few more buildings.

I'm now sort of taking a different approach with this map.

One version will be day time.

The other will be night.

With a black sky background you don't see as much of the pixeled "burr" around the masked textures on the suspension bridge cables.

Boy I tell ya', take a look gentlemen...

That's a 5000 x 1600 2D sheet. You'd be hard pressed to find another map with a sheet that ridiculously big in it.

In photoshop, those cable are 1 pixel wide.

I had to scale it up to X64 to get it to align correctly.

Surprised it still bounces light !!!

The suspension bridge really doesn't do anything, other than it looks cool, so I'm keeping it.

And also in case Godzilla needs more stuff to smash.
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Re: GODZILLA vs KONG

Post by jmartin »

Included below is a minor addition to the GvK series.

This SE (Special Edition) puts everything together into one map (so there is always action in the middle of the map, both the skybox monsters and the in-map monsters.

Also added some extra cat walks, tubes and path nodes connecting the inner circle of buildings together so that players have a few more places to run around in.

Added a high tech control center and command console, because every science fiction movie has one :-)

And to reiterate, you can turn the music on and off by shooting the movie posters (so the music wont drive you crazy).

Change to a DM or TEAM game by changing the CTF prefix to DM.

Thanks.


Original Day and Night Editions
https://www.mediafire.com/file/x1prxgys ... 1.zip/file


Special Edition
https://www.mediafire.com/file/ddbe8kc0 ... E.zip/file


Salley Deth Godzilla vs Henry Edition
https://www.mediafire.com/file/2qieg0ib ... Y.zip/file

.
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Re: GODZILLA vs KONG

Post by EvilGrins »

Haven't checked the new ones yet, but Day & Night have loud background sounds as well as music... which is a bit much. It's like the music and background sounds are competing, they're both so loud they're not that distinct.

One or the other works fine, but not both.
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Re: GODZILLA vs KONG

Post by jmartin »

EvilGrins wrote: Mon Nov 01, 2021 11:47 am Haven't checked the new ones yet, but Day & Night have loud background sounds as well as music... which is a bit much. It's like the music and background sounds are competing, they're both so loud they're not that distinct.

One or the other works fine, but not both.
Thanks EG.

You can adjust your volume levels to whatever you want by clicking on "Options/Preferences/Audio"

Thanks.
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Re: GODZILLA vs KONG

Post by EvilGrins »

jmartin wrote: Mon Nov 08, 2021 11:40 pmYou can adjust your volume levels to whatever you want by clicking on "Options/Preferences/Audio"
Well aware, but thank you.

I just meant, regardless of volume, the .uax of the map seem in competition with the .umx as they kinda overload each other.
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