MH-SG1

Tutorials and discussions about Mapping - Introduce your own ones!
Buggie
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MH-SG1

Post by Buggie » Mon Oct 25, 2021 10:32 pm

Conversion for MonsterHunt this map:
https://unrealarchive.org/maps/unreal-t ... a1cd9.html
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MH-SG1v1.7z
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Last edited by Buggie on Thu Dec 02, 2021 10:59 am, edited 1 time in total.

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Barbie
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Re: MH-SG1

Post by Barbie » Fri Oct 29, 2021 11:19 am

What is really frustrating: after enemies in maze have been killed and you die somewhere, you have to make the way through the (empty) maze again. Suggestion: 1) place a teleporter at start and activate it when temple is reached or 2) switch to another set of PlayerStart close to temple.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

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Barbie
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Re: MH-SG1

Post by Barbie » Sat Nov 06, 2021 2:05 pm

That makes me wonder what it is for:

Code: Select all

Begin Actor Class=TimedTrigger Name=TimedTrigger2
     DelaySeconds=3.000000
     bRepeating=True
     Event="Die"
     …
End Actor

Begin Actor Class=PathNode Name=PathNode37
     Tag="Die"
     …
End Actor
(PathNode37 is the only Actor with that Tag.) What sense does that have?
"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-SG1

Post by sektor2111 » Sat Nov 06, 2021 4:52 pm

I'll drop an eye over this - perhaps it worth some improvements and "cleanup".

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EvilGrins
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Re: MH-SG1

Post by EvilGrins » Sat Nov 06, 2021 9:02 pm

Barbie wrote:
Fri Oct 29, 2021 11:19 am
What is really frustrating: after enemies in maze have been killed and you die somewhere, you have to make the way through the (empty) maze again
paperCoffee has made a similar complaint about the GardenOfDeath MH maps... apparently he finds all the walking exhausting.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758

Buggie
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Re: MH-SG1

Post by Buggie » Sat Nov 06, 2021 9:33 pm

Spoiler
Show
Barbie wrote:
Sat Nov 06, 2021 2:05 pm
That makes me wonder what it is for:

Code: Select all

Begin Actor Class=TimedTrigger Name=TimedTrigger2
     DelaySeconds=3.000000
     bRepeating=True
     Event="Die"
     …
End Actor

Begin Actor Class=PathNode Name=PathNode37
     Tag="Die"
     …
End Actor
(PathNode37 is the only Actor with that Tag.) What sense does that have?
IDK. On original map is same.

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Barbie
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Re: MH-SG1

Post by Barbie » Sat Nov 06, 2021 9:52 pm

EvilGrins wrote:
Sat Nov 06, 2021 9:02 pm
Barbie wrote:
Fri Oct 29, 2021 11:19 am
What is really frustrating: after enemies in maze have been killed and you die somewhere, you have to make the way through the (empty) maze again
paperCoffee has made a similar complaint about the GardenOfDeath MH maps... apparently he finds all the walking exhausting.
On my server I have added bPak weapons. There you can fly with the R3. 8)
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

Buggie
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Re: MH-SG1

Post by Buggie » Thu Dec 02, 2021 11:00 am

v1

- fix issues.
- add shortcut for skip maze.

Updated on the first post: viewtopic.php?p=132007#p132007

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sektor2111
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Re: MH-SG1

Post by sektor2111 » Thu Dec 02, 2021 4:09 pm

In my non-public-yet Edit, I removed that useless area behind walls, all Blockall and I cut an access (narrow access) to all those Skaarj with weapons (doesn't matter flawed MH versions all of them have a weapon). Geometry Killers (those "crusher" movers - they kill players mainly not creatures, bugging them) also I removed, all cows, the cannon* - we already have enemies. And... I think I know well where to go here... for me this is not a very complex maze... it's a very funny one, making me to feel comfortable when I'm playing MH game here, but my mind is focusing elsewhere. Bots are helping me triggering monsters to attack spawn area and then... once surrounded I can fire weapon in any direction, I don't need any focus in aiming monsters, just step away, fire, dodge, fire, escape through a gate, it's extremely funny - or it's just me...

I did not decided yet to add some "karma" - it would help to be under constant attack as long as monsters will know the maze and you don't need anything else than killing them, and later going to end map where Titans might get ready for a nice "welcome". Idk... I'm thinking yet...

As summary - for me this stage doesn't need any shortcut - map is already small-medium, so to speak a decent map.
_______
* - game 436/440 (it's what I'm using) went STUCK a few random times when cannon has killed some cows and mantas - this is the stage which I'm not accepting at all in my games.