-= The UT99.org 2021 Mapping Contest =-

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Ubir4
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Re: -= The UT99.org 2021 Mapping Contest =-

Post by Ubir4 » Tue Dec 14, 2021 6:38 pm

fudgonaut wrote:
Tue Nov 09, 2021 3:59 am
My CTF concept is a spaceship in pieces. I've been trying to front-load the work since I will be away for a chunk of the holidays. I'm pretty pleased with the progress as this is only my second UT map. Geometry, textures, and lighting are approx 95% done for Blue team. Still need to add pickup placement, pathing, sound. Once that's done I can duplicate for the Red team. And if time allows, maybe some special FX. Although even without FX, the skybox carries the day...

Shot00000.jpg
Shot00001.jpg
Shot00002.jpg
Shot00003.jpg
Shot00004.jpg
Shot00005.jpg
Shot00006.jpg
Shot00007.jpg
fudgonaut Your map is very very cool and the design is amazing.
I just played with 15 godlike bots. It was really cool, I loved the possible paths and I thought everything was very beautiful. With a good plan of distributed supplies and bots worked perfectly. Nice job. :thuup:

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Re: -= The UT99.org 2021 Mapping Contest =-

Post by fudgonaut » Tue Dec 14, 2021 7:19 pm

Ubir4 wrote:
Tue Dec 14, 2021 6:38 pm
fudgonaut Your map is very very cool and the design is amazing.
Thank you for your kind words!
Ubir4 wrote:
Tue Dec 14, 2021 6:38 pm
I just played with 15 godlike bots.
I can't comprehend playing with bots on Godlike. I'm so old and rusty that I play with bots on Experienced. I wonder if there's a server dedicated to old and rusty players... :lol2:

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Re: -= The UT99.org 2021 Mapping Contest =-

Post by NemesisNeS » Tue Dec 14, 2021 8:19 pm

@ Berserker Dude, you are really putting your heart into this one. Waiting patiently to try this one out. Keep us updated and keep up the awesome work mate.
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Re: -= The UT99.org 2021 Mapping Contest =-

Post by sektor2111 » Tue Dec 14, 2021 8:35 pm

Switching gear a bit for those using sWJumpPad actors in maps. Perhaps it won't be bad to have a bit of info taken from this actor itself - it's a navigation point wearing a Teleporter suit. What was writing author ? - a very smart man as I can figure.
Comment wrote: ============================================================================
swJumpPad.

Improved JumpPad/Kicker Actor that calculates jump force automatically.
Does not require additional Trigger/LiftExit/LiftCenter actors.
Familiar placing procedure - just like Teleporters.
Path links visible in UnrealEd.
Bot support.
Can be disabled/enabled with Triggers.
Support for on-jump special effects.
Allows jump angle and destination randomisation.
Supports custom vertical gravity, ie: LowGrav mutator.

============================================================================
Copyright 2005 Roman Switch` Dzieciol, neai o2.pl
http:wiki.beyondunreal.com/wiki/Switch
============================================================================
One-way JumpPad Tutorial:
- swJumpPads are placed like Teleporters:
- TWO swJumpPad actors are required: Source and Destination.
- In Source swJumpPad set "URL" to some name.
- In Destination swJumpPad set "Tag" to that name.
- Adjust JumpAngle if neccessary.
- Congratulations, you have set up a one-way bot-friendly JumpPad.

============================================================================
Tips:

- JumpAngle will be limited to 1-89 degrees.

- If the JumpAngle is too low, a theoretically valid one will be calculated
ingame and warning message will be broadcasted every time someone jumps.

- For testing precision, doublejump into JumpPad from distance, this way
you won't accidentially disrupt your jump with movement keys.

- Ignore other Teleporter properties other than URL, it's not a teleporter.

- If you want to change jump parameters, change them in the Source JumpPad,
not the Destination one.

- bTraceGround requires that there are no holes under the center of
Destination JumpPad. If there is one, ie if the JumpPad is placed on edge
of a cliff, players will be launched at the ground level in the hole, ie
bottom of the cliff. To fix this move Destination JumpPad away from the
edge or disable bTraceGround.

============================================================================
Angle random modes:

AM_Random
Uses random value from range ( JumpAngle, JumpAngle+AngleRand )

AM_Extremes
Uses JumpAngle then JumpAngle+AngleRand then repeat. Lets suppose that
two players walk into JumpPad one after another. Player who jumped
first may arrive at target location *later* than player who jumped
second if the jump angle of second player was significatly flatter.

AM_Owned
Team==TeamNumber uses JumpAngle, other teams use JumpAngle+AngleRand

============================================================================
bLogParams acronyms:

A = Angle
IV = Impact velocity in Z plane
IS = Impact velocity in XY plane
IH = Impact height
T = Time in ms
P = Peak height
V = Jump velocity
G = Gravity
U = URL
PN = Player Name
N = Source JumpPad name
D = Destination JumpPad name

============================================================================
Observation: Destination point can be a simple Teleporter - even disabled out of any collision. Main factor is the "Launcher" throwing Pawn around destination. This way I'm not sure if chaining them is a great idea, it's up on you how much space are you defining around destination point (Teleporter). Making things harder even for player is not making map to be intensively voted. Get over yourself and do things normally - my two cents.

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Re: -= The UT99.org 2021 Mapping Contest =-

Post by Aspide » Tue Dec 14, 2021 11:07 pm

sektor2111 wrote:
Tue Dec 14, 2021 8:35 pm
Switching gear a bit for those using sWJumpPad actors in maps.
Me --------> SWEATS INTENSELY
Somewhere in Nevada...

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Re: -= The UT99.org 2021 Mapping Contest =-

Post by jmartin » Wed Dec 15, 2021 12:37 am

NemesisNeS wrote:
Fri Dec 10, 2021 8:04 pm
Berserker wrote:
Wed Nov 17, 2021 3:07 pm
Image
I would love to play on this map! Keep us posted when it's released. This is bad ass at it's finest!

:rock:
Yep, gotta agree. Nice and warm & cozy. Those lanterns look so much better than the default Unreal's.
All the entries look great.
Going to be hard to pick a favorite on this one. :tu:

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Re: -= The UT99.org 2021 Mapping Contest =-

Post by NemesisNeS » Wed Dec 15, 2021 7:27 am

I have to admit, this is going to be a very tough race. I actually played through all the entries and I gotta say you guys really did ya'll thing. With that said, good luck!
Feeling the urge to kill people who put up links with advertisements....
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Re: -= The UT99.org 2021 Mapping Contest =-

Post by darksonny » Wed Dec 15, 2021 9:52 am

jmartin wrote:
Wed Dec 15, 2021 12:37 am
NemesisNeS wrote:
Fri Dec 10, 2021 8:04 pm
Berserker wrote:
Wed Nov 17, 2021 3:07 pm
Image
I would love to play on this map! Keep us posted when it's released. This is bad ass at it's finest!

:rock:
Yep, gotta agree. Nice and warm & cozy. Those lanterns look so much better than the default Unreal's.
All the entries look great.
Going to be hard to pick a favorite on this one. :tu:
I see this map and it seems sexy and while those lanterns appears to be very credible in an unreal game, the lights in those houses I think its very exaggerated, maybe lowering a little these lights could be more "realistic". Its my humble opinion not offense here only constructive criticism. Overall is as I said earlier, sexy and very nice. Awaiting to adding then to my collection (one more and interesting mappack) :rock:

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Re: -= The UT99.org 2021 Mapping Contest =-

Post by NemesisNeS » Wed Dec 15, 2021 10:14 pm

I hope it's okay if I share my opinion, so here it goes.

-DM-NRMC-LongTime would be great as a CTF or even DOM map.
-Normally I hate space maps but DM-NRMC-Outpost24 wasn't bad at all. Gotta admit I had a good chuckle when knocking bots out of the arena.
-CTF-NRMC-Gravitation, ouch! Again, not of fan of space maps, but this one worked out pretty well. Dear bots; Just know the ledge :lol:
-DM-NRMC-BlueBriar][... I had WAY too much fun on this map... I felt bad for the bots when they spawned.
-DM-NRMC-DeepDream][.... In my opinion would work for anything other than DM, but fun all the same.
-Had a bit of fun with DM-NRMC-ShardLab3 bots seemed confused towards the end of a five minute match, they couldn't decide whether to suicide or just let me kill them.

Well, best of luck to you all and thank you for taking the time to make these maps. :tu:
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Re: -= The UT99.org 2021 Mapping Contest =-

Post by Ubir4 » Wed Dec 15, 2021 11:32 pm

NemesisNeS wrote:
Wed Dec 15, 2021 10:14 pm
...Well, best of luck to you all and thank you for taking the time to make these maps. :tu:
I wish everyone the same.

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Re: -= The UT99.org 2021 Mapping Contest =-

Post by fudgonaut » Thu Dec 16, 2021 2:38 am

jmartin wrote:
Thu Dec 16, 2021 12:38 am
Here's my entry for the contest.

DM-NRMC-West Side Story

This map is very basic but I promise it will be "unusual", will be memorable, and is relevant to a current event at the time of its making.
I love the creativity on this!

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[~]RUFX[~]RoninMastaFX
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Re: -= The UT99.org 2021 Mapping Contest =-

Post by [~]RUFX[~]RoninMastaFX » Thu Dec 16, 2021 5:30 am

Good day all!

I just published my map, Vakiton Factory, to the contest. The map screenshots are in the other thread. I hope you all enjoy it! :tu:
Image

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Re: -= The UT99.org 2021 Mapping Contest =-

Post by sektor2111 » Thu Dec 16, 2021 4:47 pm

Beautiful map, but I'm confused about "Build Information" story from Read-Me.
Map has:
- 6086 Actors + 3 cameras (in Editor) - not 6029;
- 4273 (4275 ?) Brushes (All Brushes) - not 4199; - "set brush bSelected 1" -> properties
- 853 Lights not 863; - "set Light bSelected 1" properties
- Teleporters = 2 - not None;
- Both MapGarbage and XC_PathsWorker are saying 5179 ReachSpecs not 6093 - which is too much because...

Code: Select all

LostData: ReachSpecs missing from Paths[0-15] 		= 311.
LostData: ReachSpecs missing from upStreamPaths[0-15] 	= 288.
FixedWithSuccess: ReachSpecs successfully attached 	= 587.
FixFailures: ReachSpecs attaching failures - probably no place = 12.
Either way "Paths Undefine" (without saving map) will print in log how many ReachSpecs were removed - which is exactly what is reported by Non-Destructive method from builders helpers.

This means that not all paths shown in Editor are used in game and 12 of them are just useless even if paths would be mapped in Navigation Network.
By inspecting spots in Editor using D3D9 render - all goes stuck, and then, I cannot say if I can use it.
Last edited by sektor2111 on Thu Dec 16, 2021 5:37 pm, edited 1 time in total.

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Re: -= The UT99.org 2021 Mapping Contest =-

Post by [~]RUFX[~]RoninMastaFX » Thu Dec 16, 2021 5:22 pm

Thank you Nelsona (if that's who I think you are) for your review, I appreciate the compliment of the map! :)

As regarding to the information of the map, I just jot down what I see when rebuilding all (regarding the Reachspecs) & everything else I get from Build > Build Options > Stats. I have heard of your MapGarbage tool, but I did not install it in my client. As for XC_Engine, I decided to not use it by choice.

EDIT: The Teleporters I forgot to include in the readme, that was a faux-pas on my part.

Again, thank you very much sir for your information, I appreciate it! :)
Image

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Re: -= The UT99.org 2021 Mapping Contest =-

Post by sektor2111 » Thu Dec 16, 2021 5:40 pm

Keep in mind that for counting ReachSpecs you don't even need any "tool", paths can be destroyed and Editor logs how many were wiped out. Then Closing Everything without to save "cleaned" map. What Editor shows during build I think it's about "markers" and proposed paths - after testing movement they can be different in final stage. That ProgressBar as I could figure over time is more irrelevant. Final result it's not like in ProgressBar window.