Supernova (DM-Supernova)
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Title : DM-Supernova
Version : 1.0
Release Date : 31/01/2023
Filename : DM-Supernova.zip
Author : Diablo (with a little help from Feralidragon with the skybox)
Email Address : solomon807777@gmail.com
Comments : Its a high-tech, minimalist space station corridor with multiple supernovae outside. Thanks, Feralidragon!
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--- Play Information ---
Game : Unreal Tournament
Level Name : DM-Supernova
New Sounds : No
New Graphics : Yes
New Music: : No
Known bugs : None detected yet. Keep a look out...
Player Count : 2-4
--- Construction ---
Editor(s) used : UnrealEd v469
Construction Time : A week
Installation ;
Unzip "DM-Supernova.unr" into the UnrealTournament/Maps subdir.
Unzip "KawanaTx.utx" into the UnrealTournament/Textures subdir.
Unzip "sky16.utx" into the UnrealTournament/Textures subdir.
Major props to Feralidragon for helping me with the skybox.DM-Supernova
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DM-Supernova
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"I am the Alpha and the Omega." -Xan Kriegor, 2341.
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Re: DM-Supernova
name already taken:
https://unrealarchive.org/maps/unreal-t ... 6f8d4.html
Please check if the name is already used before naming your map.
https://unrealarchive.org/maps/unreal-t ... 6f8d4.html
Please check if the name is already used before naming your map.
My work for UT99: (NEW!) Mute, Counter-Strike VP, MaleOne+, FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, CTFM-Sundial
my small spec of files at Google Drive
List of console converted maps, models & more!
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Re: DM-Supernova
alright...im taking this map down rn.UnrealGGecko wrote: ↑Tue Jan 31, 2023 3:01 pm name already taken:
https://unrealarchive.org/maps/unreal-t ... 6f8d4.html
Please check if the name is already used before naming your map.
"I am the Alpha and the Omega." -Xan Kriegor, 2341.
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Re: DM-Supernova
Hm... strange... I detected a sort of bug in 4-5 seconds if I'm not mistaking and my biological clock works normally.
If you play a PURE DeathMatch (without stock defaulted DMMutator) FlakCannon won't load with that ammo which is for UT_FlakCannon. One of these types must be changed: Weapon replaced with UT_FlakCannon or FlakAmmo replaced with FlakBox, stock DeathMatch won't have issues here, DMMutator is replacing automatically FlakCannon with UT_FlakCannon and so the weapon embedded has no purpose being eliminated right in first tick.
Next: Navigation is mainly None and screwed up. PlayerStart0 is declared as NavigationPointlist and that's all. Here is not needed any science except building map normally with everything active and letting Editor to work itself. But... once again, it's not a big problem, this piece can be used elsewhere as it is, I must say: Thank You.
The rest it was told already... GENERIC NAMES are a BAD PRACTICE.
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Re: DM-Supernova
Honest opinion. As a player. Not as a mapper. Diablo, you are doing a brave thing. Do not feel discouraged.
All this said...man, the map needs work.
You suggest max 4 players, if you load that bot amount you get telefrag fest. Unless of course you use a no telefrag mutator. But it should not be needed. Either more player starts are needed, or I suggest changing max.
Bots barely move. Of course, they have almost nothing to pick up. What happened to the pickups?
The skybox also. Looks repetitive.
I could not play more than 2 minutes. Got bored. Not enough space. (no pun intended).
You need to give something to the player that will keep their interest.
All this said...man, the map needs work.
You suggest max 4 players, if you load that bot amount you get telefrag fest. Unless of course you use a no telefrag mutator. But it should not be needed. Either more player starts are needed, or I suggest changing max.
Bots barely move. Of course, they have almost nothing to pick up. What happened to the pickups?
The skybox also. Looks repetitive.
I could not play more than 2 minutes. Got bored. Not enough space. (no pun intended).
You need to give something to the player that will keep their interest.
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Re: DM-Supernova
Alright...so I need to make the best map possible. No more dumb shovelware maps. I will leave the Mapping forum until I have the best map possible.TankBeef wrote: ↑Wed Feb 01, 2023 3:23 am Honest opinion. As a player. Not as a mapper. Diablo, you are doing a brave thing. Do not feel discouraged.
All this said...man, the map needs work.
You suggest max 4 players, if you load that bot amount you get telefrag fest. Unless of course you use a no telefrag mutator. But it should not be needed. Either more player starts are needed, or I suggest changing max.
Bots barely move. Of course, they have almost nothing to pick up. What happened to the pickups?
The skybox also. Looks repetitive.
I could not play more than 2 minutes. Got bored. Not enough space. (no pun intended).
You need to give something to the player that will keep their interest.
Diablo
"I am the Alpha and the Omega." -Xan Kriegor, 2341.
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Re: DM-Supernova
No. I did not say that.
But you did not even put health packs. Why? Or if you did, I did not see them anywhere, in such a small area. This is supposed to be a deathmatch map. Or did you intend it to be used for another game type? Honest question. I find it too small for LMS. Or even funnel.
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Re: DM-Supernova
Try something different ...something with ramps and at least 2 levels.
Just as a note. My first 10 maps were subpar and were never released but those maps gave me enough time to gather enough knowledge to get a hint what makes a map fun to play.
And then my first released real map got criticised beyond recognition... What I want to say, never give up.
just keep mapping, you'll get the hang of it.
Just as a note. My first 10 maps were subpar and were never released but those maps gave me enough time to gather enough knowledge to get a hint what makes a map fun to play.
And then my first released real map got criticised beyond recognition... What I want to say, never give up.
just keep mapping, you'll get the hang of it.
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Re: DM-Supernova
My first map
Dm-3pole.
That I Dared TO UPLOAD. TOOK A LOT OF WORK LEARNING, before I dared UPLOADING.
There is still things that I wanted to fix on this thing.
@ Sekktor !!! this is the map that the bots will just jump off the pole sometimes, When UT2004 came out, I remade the map, and the damn bots STILL jumped off, some weird glitch with both UT's.
THIS is my first map, geez
Dm-3pole.
That I Dared TO UPLOAD. TOOK A LOT OF WORK LEARNING, before I dared UPLOADING.
There is still things that I wanted to fix on this thing.
@ Sekktor !!! this is the map that the bots will just jump off the pole sometimes, When UT2004 came out, I remade the map, and the damn bots STILL jumped off, some weird glitch with both UT's.
THIS is my first map, geez
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Last edited by Red_Fist on Fri Feb 03, 2023 5:51 am, edited 1 time in total.
Binary Space Partitioning
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Re: DM-Supernova
I see it an "UT2" map - Off-Topic ?
Code: Select all
Log: Failed import: Class Class Engine.ReachSpec (file ../System/Engine.u)
Warning: Failed to load 'D:\Editor\UnrealTournament\Maps\DM-3Pole2k4.unr': Can't find Class in file 'Class Engine.ReachSpec'
Warning: Failed loading package: Can't find Class in file 'Class Engine.ReachSpec'
Warning: Failed loading package: Can't find Class in file 'Class Engine.ReachSpec'
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Re: DM-Supernova
Oh, that's right, I was thinking his, first map thread. oops
Well it's still the wrong thread but the correct map now. The other was UT2004 version. sorry guys.
Binary Space Partitioning
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Re: DM-Supernova
you might wanna delete the one posted here
"I am the Alpha and the Omega." -Xan Kriegor, 2341.
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Re: DM-Supernova
A bumping byte...
Related to this map... When I used paths report/fix from my tool, I witnessed something new to me - Builder suddenly crashed Editor.
This map has defined a PlayerStart as the head of Navigation Chain but there are no paths and nothing related to such array and nothing else was linked in chain. As result, builder crushed during checks (I think it was iterator foreach AllReachSpecs) failing to operate.
In technical terms this scenario it's never done by Editor and it looks like a manual alteration in an ugly way, I did not see such issues in any stock map and neither elsewhere. I adjusted builder doing an additional check in order to prevent builder to iterate through null assets. It looks fixed until something else screwed up will go crazy during checking tasks. Updated Builder will go public later (after testing it) - Now I'm wondering about credits assigned concerning updated version... , as long as Builder Checker is being improved it will have more stability when it comes to do checks and works in such borked maps - at this time this is the only map where I could find such case.
Related to this map... When I used paths report/fix from my tool, I witnessed something new to me - Builder suddenly crashed Editor.
This map has defined a PlayerStart as the head of Navigation Chain but there are no paths and nothing related to such array and nothing else was linked in chain. As result, builder crushed during checks (I think it was iterator foreach AllReachSpecs) failing to operate.
In technical terms this scenario it's never done by Editor and it looks like a manual alteration in an ugly way, I did not see such issues in any stock map and neither elsewhere. I adjusted builder doing an additional check in order to prevent builder to iterate through null assets. It looks fixed until something else screwed up will go crazy during checking tasks. Updated Builder will go public later (after testing it) - Now I'm wondering about credits assigned concerning updated version... , as long as Builder Checker is being improved it will have more stability when it comes to do checks and works in such borked maps - at this time this is the only map where I could find such case.
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Time to retire...
Mapping is hard...I have posted enough shovelware crap on this forum.
I give up.
Congratulations, sektor2111. You win.
-Diablo
I give up.
Congratulations, sektor2111. You win.
-Diablo
"I am the Alpha and the Omega." -Xan Kriegor, 2341.