An old map revived... DM-HUMIDFIELDS
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An old map revived... DM-HUMIDFIELDS
Not sure if ever Introduced here,
Maybe yes, maybe no....
DM-HUMIDFIELDS
Gametype: Mod -> no weapons only pickups..... deemer, sniper, combo- xloc etc...
Little info:
This is the original stranded ship from DM-Galleon stranded on this island..... which is also the original CMM-DEEMER (hutp) map, which kept failing for me time over time...
Im calling it a beta..... that's me hoping it keeps stable for while.....
Bothpaths working, but sucks as always.... secrets are presents... you know my maps
Anyway please enjoy,
http://www.mediafire.com/file/ut7plxcwt ... S.rar/file
Maybe yes, maybe no....
DM-HUMIDFIELDS
Gametype: Mod -> no weapons only pickups..... deemer, sniper, combo- xloc etc...
Little info:
This is the original stranded ship from DM-Galleon stranded on this island..... which is also the original CMM-DEEMER (hutp) map, which kept failing for me time over time...
Im calling it a beta..... that's me hoping it keeps stable for while.....
Bothpaths working, but sucks as always.... secrets are presents... you know my maps
Anyway please enjoy,
http://www.mediafire.com/file/ut7plxcwt ... S.rar/file
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Re: An old map revived... DM-HUMIDFIELDS
Looks pretty nice. I'll check it out.
It is hard to test without a weapon. Lots of sniper ammo, no sniper gun.
I guess there is redeemer there somewhere. Couldn't jump to boat.
There is a plant growing through a wall somehow?
Got bored running out of my pistol ammo and running around with hammer thingy.
I liked the terrain. Could be something here. Just no way for me to test it without any weapons.
It is hard to test without a weapon. Lots of sniper ammo, no sniper gun.
I guess there is redeemer there somewhere. Couldn't jump to boat.
There is a plant growing through a wall somehow?
Got bored running out of my pistol ammo and running around with hammer thingy.
I liked the terrain. Could be something here. Just no way for me to test it without any weapons.
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Re: An old map revived... DM-HUMIDFIELDS
A nighttime version - looks interesting. Got any bats in it?
EDIT
A few pedantic points after a quick play
1) The ocean isn't as good as the original as, in the current version, it looks very static (as though it's a large pool with rain falling on it) - in the original it is more dynamic.
2) The absence of ambient noise is odd - total silence, nothing from the moving water, for example.
3) It is very difficult to get out of one of the pools, even using the translocator.
4) More jump boots are required, given the relative difficulty of moving around the map - the boots would be useful for jumping from ground level to walkways for example.
5) It's a bit bright considering the darkness of the sky and the smallness of the source of light in the sky.
6) Movement around the map is not easy but slightly better than the original - possibly needs more walkways or bridges to connect the high ground.
Having said all that, it's a map I like and find fascinating - how good it is for DM I've no idea but (as with the original) it is a fun map for MonsterSpawn and I like the overall design, the terrain/structures, etc. Some more vegetation might be good.
I'd have to play it more to decide whether it is better as a daytime or nighttime map or, indeed, if both are equally 'good'. With the daytime version, one can add some birds (gulls over the ship or songbirds inland around the small hills/vegetation) and possibly other wildlife - the darker version would lend itself to a few bats around the built structures, just to add a bit to the ambience.
EDIT
A few pedantic points after a quick play
1) The ocean isn't as good as the original as, in the current version, it looks very static (as though it's a large pool with rain falling on it) - in the original it is more dynamic.
2) The absence of ambient noise is odd - total silence, nothing from the moving water, for example.
3) It is very difficult to get out of one of the pools, even using the translocator.
4) More jump boots are required, given the relative difficulty of moving around the map - the boots would be useful for jumping from ground level to walkways for example.
5) It's a bit bright considering the darkness of the sky and the smallness of the source of light in the sky.
6) Movement around the map is not easy but slightly better than the original - possibly needs more walkways or bridges to connect the high ground.
Having said all that, it's a map I like and find fascinating - how good it is for DM I've no idea but (as with the original) it is a fun map for MonsterSpawn and I like the overall design, the terrain/structures, etc. Some more vegetation might be good.
I'd have to play it more to decide whether it is better as a daytime or nighttime map or, indeed, if both are equally 'good'. With the daytime version, one can add some birds (gulls over the ship or songbirds inland around the small hills/vegetation) and possibly other wildlife - the darker version would lend itself to a few bats around the built structures, just to add a bit to the ambience.
I use StuffSwapper when playing that map, with a couple of weapons in the starting setup. You could use a sniper arena mutator (or any weapon mod of your choice).
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Re: An old map revived... DM-HUMIDFIELDS
A really good looking thing but I cannot really have a joy in how I want a DM... Let's see
The rest is "known bugs". The Paths Network is more Paths Networks, you might get what I mean.
Decorations (trees)
Trees here are just... strange. Their collision cylinder is out of tree body, this can cause funky collisions nearby tree without to be funny. Take this colliding sample:
Here are Pathing details - not all of them are a big problem but we can comment a few:
In two recent discussions I explained that we can have break points when Nodes are too high for no reason. Such an example here is PathNode0 - can be seen in the text report. Images are more than relevant.
PathNodes in maps edited having funky heights can be restored in the place where Editor would add them by mapper, right on surface and not in air. This is subject for a small tiny little tutorial about MapGarbage usage - it's off-topic to discuss the "How To" here.
Next points:I'm not sure what's happening with 50 and 51 but 64 and 65 cannot be seen even in Editor unless you toggle view to Alt+1 (PerspectiveView).
I cannot talk about Flags yet until I'll do some testing in a Net game. I wanna figure what's about these actors more or less covered by brushes. Definitely for me fluttering flags should not have bStasis, just two cents here.
Yes, map has only Health and SniperAmmo - I don't get any logic here if you start a plain DeathMatch out of mutators, this causing a limitation in using map - only certain arenas are working normally here. Perhaps a Sniper Server does a game...
The rest is "known bugs". The Paths Network is more Paths Networks, you might get what I mean.
Decorations (trees)
Trees here are just... strange. Their collision cylinder is out of tree body, this can cause funky collisions nearby tree without to be funny. Take this colliding sample:
When I pathed a map for CTF RX gaming such trees weren't helping at all. I had to adjust every single tree because UT cylinder has NO DEAL with such a mesh. These needs to be out of any collision and used multiple BlockAlls.
Here are Pathing details - not all of them are a big problem but we can comment a few:
Code: Select all
UnReachableNodes: Skipping VisibleTeleporter0 because it's in water.
UnReachableNodes: Skipping VisibleTeleporter2 because it has no Destination.
UnReachableNodes: Skipping VisibleTeleporter3 because it's in water.
UnReachableNodes: PlayerStart11 looks much over ground for normal Human Size, check it.
UnReachableNodes: PlayerStart14 looks much over ground for normal Human Size, check it.
UnReachableNodes: PathNode0 looks much over ground for normal Human Size, check it.
UnReachableNodes: Skipping PathNode152 because it's in water.
UnReachableNodes: Skipping PathNode153 because it's in water.
UnReachableNodes: Skipping PathNode154 because it's in water.
UnReachableNodes: Skipping PathNode155 because it's in water.
UnReachableNodes: Skipping PathNode156 because it's in water.
UnReachableNodes: Skipping PathNode157 because it's in water.
UnReachableNodes: Skipping PathNode158 because it's in water.
UnReachableNodes: Skipping VisibleTeleporter6 because it has no Destination.
UnReachableNodes: Skipping Teleporter0 because it has no Destination.
UnReachableNodes: Skipping Teleporter1 because it's in water.
UnReachableNodes: Skipping Teleporter3 because it has no Destination.
UnReachableNodes: Skipping Teleporter5 because it has no Destination.
UnReachableNodes: Skipping InventorySpot219 because it's in water.
UnReachableNodes: Skipping InventorySpot220 because it's in water.
UnReachableNodes: Skipping InventorySpot221 because it's in water.
UnReachableNodes: Skipping InventorySpot280 because it's in water.
UnReachableNodes: Skipping InventorySpot346 because it's in water.
UnReachableNodes: Skipping InventorySpot352 because it's in water.
UnReachableNodes: Skipping InventorySpot353 because it's in water.
UnReachableNodes: Skipping InventorySpot354 because it's in water.
UnReachableNodes: Skipping InventorySpot355 because it's in water.
UnReachableNodes: Skipping InventorySpot356 because it's in water.
UnReachableNodes: Skipping InventorySpot357 because it's in water.
UnReachableNodes: Skipping InventorySpot363 because it's in water.
UnReachableNodes: Here we have 27 points skipped, 3 Navigation Points which are too high and 366 good ones.
Log: Aligned camera on the current target.
Log: Aligned camera on the current target.
NoIncomingPath: VisibleTeleporter3 is not having incoming connections.
NoIncomingPath: PlayerStart11 is not having incoming connections.
NoIncomingPath: PlayerStart14 is not having incoming connections.
NoIncomingPath: PathNode0 is not having incoming connections.
NoIncomingPath: Teleporter1 is not having incoming connections.
NoIncomingPath: Teleporter2 is not having incoming connections.
NoIncomingPath: Teleporter4 is not having incoming connections.
BreakPointsFound: These 7 navigation points aren't that used as valid paths. They might be One-Way break points.
The area far away doesn't have anything like a path.
PathNodes in maps edited having funky heights can be restored in the place where Editor would add them by mapper, right on surface and not in air. This is subject for a small tiny little tutorial about MapGarbage usage - it's off-topic to discuss the "How To" here.
Next points:
Code: Select all
VoidCheck: --- Void placement report ---
VoidCheck: MedBox50 looks placed into void.
VoidCheck: MedBox51 looks placed into void.
VoidCheck: Flag0 looks placed into void.
VoidCheck: Flag3 looks placed into void.
VoidCheck: Flag4 looks placed into void.
VoidCheck: MedBox64 looks placed into void.
VoidCheck: MedBox65 looks placed into void.
I cannot talk about Flags yet until I'll do some testing in a Net game. I wanna figure what's about these actors more or less covered by brushes. Definitely for me fluttering flags should not have bStasis, just two cents here.
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Re: An old map revived... DM-HUMIDFIELDS
Thank you all for the comments so far!
Yes, I've left quite a few options out of the map for some good reason. This is on purpose.
This is more for the general online modded servers if you really want to sea this is as a non-online/mod map, I could transform it it that....
At Texas -- You can add a mod in UT adding mod to the game when using practice mode.
For now my only concern is that the map stays stable and doesn''t crash... I update the map later to a final version.....
Thanks again everyone!
Yes, I've left quite a few options out of the map for some good reason. This is on purpose.
This is more for the general online modded servers if you really want to sea this is as a non-online/mod map, I could transform it it that....
At Texas -- You can add a mod in UT adding mod to the game when using practice mode.
For now my only concern is that the map stays stable and doesn''t crash... I update the map later to a final version.....
Thanks again everyone!
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Re: An old map revived... DM-HUMIDFIELDS
I tend to think it's fine as it is and that it may be difficult to add in normal UT weapons to achieve the right kind of balance given the size and nature of the map. Sniper rifles are essential (or another scoped weapon like an assault rifle, say from the Counter Strike weapon mod). People can test it or play it off-line with an all-weapons mutator (or any of the other possible muts/mods).
I've played the original (cmmmapterra-alpha_40c4f873.html) a lot and haven't had any problems with crashes - only played the Humidfields version a bit but, again, no problems.
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Re: An old map revived... DM-HUMIDFIELDS
The map looks good is it still available for download somewhere ?
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Re: An old map revived... DM-HUMIDFIELDS
Here DM-HUMIDFIELDS.rar
It may be worth editing it taking account of the comments made earlier in this thread?
I did a version for myself with more ambient sound plus better paths, etc - quite a while ago now so can't remember exactly what I did but I also have the earlier version of the map as well so may have edited that one as well.
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Re: An old map revived... DM-HUMIDFIELDS
I had a look and it wasn't Humidfields that I edited - so it must have been the original map. Now, of course, I can't remember what I called it so it will probably take a bit of finding.
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Re: An old map revived... DM-HUMIDFIELDS
Even the original map prior to HumidFields ver seems not available...
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Re: An old map revived... DM-HUMIDFIELDS
Searching through Browse By Author -> Terraniux (and variations) on Unreal Archive, I think it is this one (the name seems familiar) https://unrealarchive.org/maps/unreal-t ... 4f873.html
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Re: An old map revived... DM-HUMIDFIELDS
My projects that are unfinished keep piling up, after sorting things out. If anyone wants to make this map successful or want to edit it. Feel free. Soon I'll begin a new map, as the one with the poll. I'll make sure to finish it! Have fun!
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Re: An old map revived... DM-HUMIDFIELDS
Recently had the map "assessed" and pathed by Nelsona, been running tests on it since.
Map keeps crashing for me, more or less the same "critical error" pop-up each time (sometimes longer, sometimes shorter)...
...sometimes happens during the game, but more often when the map is over and it's switching to the next map.
Also, this message keeps popping up in game (see screenshot) but I don't know what's causing it... love the sound effect with it, though!
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Re: An old map revived... DM-HUMIDFIELDS
To me this means that a sound embedded it's not what UT drivers can handle - in hoping it's not about music. Here it did not crash... my settings are always with music muted.
Edit: Checked with Music ON and... triggering that SpecialEvent0 with MyLevel sound - there is possible to be a problem but for me it wasn't.
The stage is: Pathed map allows access in spots, Bots are triggering said event (because you are only spectating maps with Bots) and then if sound has something that doesn't match with your drivers it will crash - possible combined with D3D driver which is over-known for its bugs.
At subject editing/fixing maps, perhaps you can do yourself fixes, by example that sound can be recreated using NORMAL format for UT and not something else - also music might do something combined with said sound.
Debugging it's not hard - use "ShowAll" command. Start map without Bots and music off. Move at spots with triggers and see what's happening, check the same stage with music ON. See what's up. Then we talk... First you need to find out what does the crash - music or MyLevel Sound called "whaattt" or simply open Map in Editor (if it works for you) and browse Sounds - package MyLevel, try to play said sound.
Edit2: Personal observation figured thanks to the UT patch 469d RC4. Uber MyLevel Sound called "whaattt" looks like is having 5.29 seconds but... its size taken is 912.1 kb. Other sounds are indeed smaller as length but really small as size taken. To me this is not normal at all. If you need 912.1 kb for a duration of 5+ seconds clearly here it was used a format that not all player can manage. Export went this way - UT doesn't do this...
Edit: Checked with Music ON and... triggering that SpecialEvent0 with MyLevel sound - there is possible to be a problem but for me it wasn't.
The stage is: Pathed map allows access in spots, Bots are triggering said event (because you are only spectating maps with Bots) and then if sound has something that doesn't match with your drivers it will crash - possible combined with D3D driver which is over-known for its bugs.
At subject editing/fixing maps, perhaps you can do yourself fixes, by example that sound can be recreated using NORMAL format for UT and not something else - also music might do something combined with said sound.
Debugging it's not hard - use "ShowAll" command. Start map without Bots and music off. Move at spots with triggers and see what's happening, check the same stage with music ON. See what's up. Then we talk... First you need to find out what does the crash - music or MyLevel Sound called "whaattt" or simply open Map in Editor (if it works for you) and browse Sounds - package MyLevel, try to play said sound.
Edit2: Personal observation figured thanks to the UT patch 469d RC4. Uber MyLevel Sound called "whaattt" looks like is having 5.29 seconds but... its size taken is 912.1 kb. Other sounds are indeed smaller as length but really small as size taken. To me this is not normal at all. If you need 912.1 kb for a duration of 5+ seconds clearly here it was used a format that not all player can manage. Export went this way - UT doesn't do this...
How does it looks like as graphical format doesn't matter. Total duration is 4.245 seconds not 5.2, it uses null silence for about 1 second for reasons which I don't understand.
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Last edited by sektor2111 on Mon Nov 13, 2023 11:27 am, edited 2 times in total.