AppalachianWonderland for Deathmatch

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EvilGrins
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AppalachianWonderland for Deathmatch

Post by EvilGrins »

Before I started this I had some ideas of what I wanted to do, but then as I started tinkering I kept having more ideas and since it all seemed too much for a single map, I wound up making multiple maps.

Which is why there are 8 maps in that .zip file down there.

Mostly it stems from my belief that for something like this it's necessary to have something to fight against, for anyone that popped in just for a casual stroll through a map... NOPE!

Extensions:
· UTDM: has UTDM-monsters
· XV: has Xvehicles
· TO: has Team Orbit mechs
· Nali: embedded Nali bots
· Commandos: embedded Male Commando bots

I know I enjoy the variety, possibly some others of you will too or maybe just 1 or a couple of the 8 maps will appeal to you.
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This is a massive map and most of the edits I made are for XV, but not all of them. Maps with embedded bots have the FixGun on them (from their initial starting points) as they tend to not do much of anything unless they've got a weapon.

As far as XV all of it is here: 1 of each kind of tank, 1 jeep, 2 mantas, 2 copters, and 2 turrets; 1 of each type.
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Usually I place special weapons on maps with XV to give players not in vehicles an even chance, but this map already had (from the DOM edit) redeemers & instagibs on it. Though I didn't know until a bit later how ineffective instagibs are against vehicles. Oh well, redeemers destroy XV very easily.

What are Team Orbit mechs?
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From a total conversion for UT that came out in the early 2000s, they're not vehicles but another player class of model; I usually put them on bots. They have their own unique weapons, unlimited ammo, and unlimited range. They're not as tough as XV but they are a lot tougher than normal bots. Plus they explode when killed and if you're too close that blast will kill you too, and the mechs gets points for anyone killed in their death explosion.

Also, as scary as this may seem, if one of these mechs gets inside XV they can still fire their own weapons from inside the vehicles!

Enjoy!
https://www.mediafire.com/file/k994gaq9 ... DMmaps.zip

Usual Suspects:
.u - /system
.unr - /maps
.umx - /music
.utx - /textures
.png - Pwetty!

You can get Xvehicles here · viewtopic.php?f=34&t=14936 · which you need to make this work!
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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OjitroC
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Re: AppalachianWonderland for Deathmatch

Post by OjitroC »

Just to note in passing that there is more than one version of TeamOrbit.u around. I have an earlier version than the one bundled with the maps and my version didn't work. I did of course then use the one with the maps and that works fine.

The other curiosity with the mechs is that because they explode when killed, the death is often reported as the Mech killing itself and so the Player (or bot) who actually killed it doesn't get the credit.   
Auto merged new post submitted 2 hours 57 minutes later
EvilGrins wrote: Wed Mar 29, 2023 7:57 am Maps with embedded bots have the FixGun on them (from their initial starting points) as they tend to not do much of anything unless they've got a weapon.
Just on that - the Desert Mech doesn't have a weapon and so we get this in the log
Spoiler
ScriptLog: Autoplay.DessTO0 health 199 had no weapon
ScriptLog: Autoplay.DessTO0 health 199 had no weapon
ScriptLog: Autoplay.DessTO0 health 199 had no weapon
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.TacticalMove.GiveUpTactical:0016) Accessed None 'Weapon'
ScriptLog: Autoplay.RedCommando0 health 100 had no weapon
ScriptLog: Autoplay.RedCommando0 health 100 had no weapon
ScriptLog: Autoplay.RedCommando0 health 100 had no weapon
ScriptLog: Autoplay.RedCommando0 health 100 had no weapon
ScriptLog: Autoplay.DessTO0 health 199 had no weapon
ScriptLog: Autoplay.DessTO0 health 199 had no weapon
ScriptLog: Autoplay.DessTO0 health 199 had no weapon
ScriptLog: Autoplay.DessTO0 health 199 had no weapon
ScriptLog: Autoplay.DessTO0 health 199 had no weapon
ScriptLog: Autoplay.DessTO0 health 176 had no weapon
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.TacticalMove.GiveUpTactical:005F) Accessed None 'Weapon'
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.AdjustAim:08FF) Accessed None 'Weapon'
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.AdjustAim:0968) Accessed None 'Weapon'
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.AdjustAim:0988) Accessed None 'Weapon'
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.AdjustAim:08FF) Accessed None 'Weapon'
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.AdjustAim:0968) Accessed None 'Weapon'
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.AdjustAim:0988) Accessed None 'Weapon'
ScriptWarning: DessTO Autoplay.DessTO0 (State Botpack.Bot.RangedAttack:0125) Accessed None 'Weapon'
ScriptLog: Autoplay.DessTO0 health 176 had no weapon
ScriptLog: Autoplay.DessTO0 health 176 had no weapon
ScriptLog: Autoplay.DessTO0 health 176 had no weapon
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.AdjustAim:08FF) Accessed None 'Weapon'
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.AdjustAim:0968) Accessed None 'Weapon'
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.AdjustAim:0988) Accessed None 'Weapon'
ScriptWarning: DessTO Autoplay.DessTO0 (State Botpack.Bot.RangedAttack:0125) Accessed None 'Weapon'
ScriptLog: Autoplay.DessTO0 health 176 had no weapon
ScriptLog: Autoplay.DessTO0 health 176 had no weapon
ScriptLog: Autoplay.DessTO0 health 176 had no weapon
ScriptLog: Autoplay.DessTO0 health 176 had no weapon
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.TacticalMove.GiveUpTactical:0016) Accessed None 'Weapon'
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.TacticalMove.GiveUpTactical:005F) Accessed None 'Weapon'
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.AdjustAim:08FF) Accessed None 'Weapon'
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.AdjustAim:0968) Accessed None 'Weapon'
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.AdjustAim:0988) Accessed None 'Weapon'
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.AdjustAim:08FF) Accessed None 'Weapon'
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.AdjustAim:0968) Accessed None 'Weapon'
ScriptWarning: DessTO Autoplay.DessTO0 (Function Botpack.Bot.AdjustAim:0988) Accessed None 'Weapon'
Another reason they don't do much (this is in DM-TO-AppalachianWonderland) is that they are placed varying distances away from the path network - the TOMech is the furthest away and so will do very little until spotted by another of the 'Bots' and engaged in battle. The Commando and the Desert Mech seemed to be the most active. Of course, once killed the Mechs will spawn at a PlayerStart and all will be well.

However given the relative paucity of paths in this map, it is possible for a Mech to get 'blown' off a path and languish in one of the unpathed 'valleys' for some time (this happened with the Selket Bot in the game I played from the Editor).

Still, nothwithstanding all that, a single player can have a lot of fun trying to beat all those Bots :tu:
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