Map by Steve "Luv-Studd" Keene
Ported from UT2k4 to UT99 by Niv3r.
Large: DM-Cheops][
Small: DM-1on1-Cheops
Map: DM-Cheops][
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Map: DM-Cheops][
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Last edited by Que on Sat May 13, 2023 10:55 am, edited 1 time in total.
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Re: Map: DM-Cheops
looks good. whats the difference between the large and 1 on 1 versions of the map?
also did you port this or remake it? looks very close to the original. I'd love to know how you ported it if you did.
also did you port this or remake it? looks very close to the original. I'd love to know how you ported it if you did.
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Re: Map: DM-Cheops
1on1 version is about 50% scale to the Large one which would be good for 12 players.
I didn't port it over.. a friend niv3r did that.
i just shared it lol.
his contact details in the readme.
I didn't port it over.. a friend niv3r did that.
i just shared it lol.
his contact details in the readme.
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Re: Map: DM-Cheops][
Doesn't matter... Map can go straight ahead to ORIGINAL UT...
NO game in D3D due to fascinating textures...
The work is like here:
Gaming ? Clearly "1on1" works fine for 8 "Souls".
Having these depleted... some fixed version (including title Keops not Cheops) it went in stages:
- deleting useless portals;
- deleting useless ZoneInfo;
- deleting useless top cube;
- deleting useless PathNodes;
- adding awesome "SpecialJump" by Buggie for assaulting ramps;
- adjusting some ReachSpecs;
- removed self triggering for Kickers... and Triggers too;
- removing junk polys from red brush builder;
- etc.
Interested ? Let me know...
NO game in D3D due to fascinating textures...
Code: Select all
Critical: appError called:
Critical: D3D Driver: Encountered oversize texture without sufficient mipmaps
Critical: Windows GetLastError: The operation completed successfully. (0)
Critical: MakeNew
Critical: UD3DRenderDevice::SetTexture
Critical: UD3DRenderDevice::DrawComplexSurface
Critical: URender::DrawFrame
Critical: URender::DrawFrame
Code: Select all
ZoningChecker: ZoneInfo4 and ZoneInfo3 share the same zone...
...
VoidCheck: Light125 looks placed into void.
VoidCheck: Light128 looks placed into void.
VoidCheck: Light130 looks placed into void.
VoidCheck: Light132 looks placed into void.
VoidCheck: Light134 looks placed into void.
VoidCheck: Light137 looks placed into void.
VoidCheck: Light139 looks placed into void.
VoidCheck: Light141 looks placed into void.
VoidCheck: Light143 looks placed into void.
VoidCheck: Light145 looks placed into void.
VoidCheck: Light147 looks placed into void.
VoidCheck: Light149 looks placed into void.
VoidCheck: Light151 looks placed into void.
VoidCheck: Light153 looks placed into void.
VoidCheck: Light155 looks placed into void.
...
etc.
...
ScanProcess: Total checks using DevPath = 441.
Flaws: There were 178 attempts to reach at inventories.
Having these depleted... some fixed version (including title Keops not Cheops) it went in stages:
- deleting useless portals;
- deleting useless ZoneInfo;
- deleting useless top cube;
- deleting useless PathNodes;
- adding awesome "SpecialJump" by Buggie for assaulting ramps;
- adjusting some ReachSpecs;
- removed self triggering for Kickers... and Triggers too;
- removing junk polys from red brush builder;
- etc.
Interested ? Let me know...
Last edited by sektor2111 on Sat May 13, 2023 12:06 pm, edited 1 time in total.
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Re: Map: DM-Cheops][
if you could fix these issues would be great!!!
ngaw the old redundant D3D Renderer gets raised again.. (these people need to update from their voodoo card to something better.)
may need some pathing done also..
ngaw the old redundant D3D Renderer gets raised again.. (these people need to update from their voodoo card to something better.)
may need some pathing done also..
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Re: Map: DM-Cheops][
I'm sorry for delay but I could not resist to play it multiple times... D3D did not crash for me...
Known bugs:
- You cannot paint Bot with PulseGun because it will die...
Known bugs:
- You cannot paint Bot with PulseGun because it will die...
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Re: Map: DM-Cheops][
Nicely designed map - good layout with fast flow and I particularly like the textures that have been used.
One odd thing though (and both Cheops][ and Keops suffer from this) is the absence of sound which detracts somewhat from the ambiance of the map. So, for example, the flames of the lamps are silent. Note that both versions of the map contain 23 AmbientSound actors but none have assigned sounds, so they serve no practical purpose.
One odd thing though (and both Cheops][ and Keops suffer from this) is the absence of sound which detracts somewhat from the ambiance of the map. So, for example, the flames of the lamps are silent. Note that both versions of the map contain 23 AmbientSound actors but none have assigned sounds, so they serve no practical purpose.
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Re: Map: DM-Cheops][
I did not pay attention at that, game was too noisy during testing stage - yeah, I'm getting old...
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Re: Map: DM-Cheops][
This was a great map in UT2k4 played it all the time on TAM servers. I was actually thinking of porting it, but you beat me to it.
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