MH-RiseOfEvil (Release Candidate 1)

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Kayako

MH-RiseOfEvil (Release Candidate 1)

Post by Kayako »

Hello everyone!

So it's been a while (Several years) since I was last seen around here, some of you may remember me among many aliases (Most of which make me go Damn, I was a weird kid)
but most of you probably know me as either VatcilliZeitchef or just --=Vatcilli=--

Before I left, I started on a map called "Rise of Evil" Inspired by, and as a love letter to old horror games like Resident Evil 1-4 and some hints of Silent hill.
It was however, never finished, as there were major issues I needed coding help with. In the end I gave up, the project was abandoned, and I kind of withdrew from the community as a whole.

A while ago I decided to revisit the game, and decided I wanted to "finish" the map, so I did. Some issues are left unresolved, but I managed to patch up the most glaring ones and am (sort of) happy to share the map in its current state!

On to the level!

In this level, the player is part of a mercenary rescue team, hired by the Izanagi Corporation. You were sent to assist and re-take the city of West Byesridge, a former Izanagi mining colony that fell into the hands of Liandri corp. Unfortunately, the city's fate while in Liandri's hands, might have been more grim than Izanagi realized.

This level is quite large with runs possibly having well over an hour in playtime. It boasts multiple routes, custom zombie enemies, its own lore which is integrated with that of Unreal/Unreal tournament's. Multiple endings, complete with cutscenes! And a randomization system that ensures enemy and certain inventory spawns are different every run. It also accounts for the number of players (Not bots, since they kind of suck at this map) spawning more enemies for every human player that joins, keeping the level challenging either on your own or with friends!

Have some screenshots!

Image
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Known issues:
After I have promoted the map so, here's the problems the map still has. And which I would really appreciate if someone could help me with.

Major issues:
The custom weapons have some online replication problems, making certain animations not play online.
This is purely visual, but I would be happy if they could be fixed regardless

-The handgun
The reload animation does not show online, it still reloads, but the first-person sound and reload animation don't play, other players can still hear you reload.

-The shotgun
The double-barrel alt-fire doesn't play online, it still shoots both shots, but the first-person sound and weapon animation don't play. Other players can still hear/see you shoot


Minor issues:

-The first-person weapon skins don't work properly, specifically the arms have the wrong texture.
I attempted to fix this, but unfortunately, the multiskin for the first-person arm is the same slot as the skin for the third-person model, meaning either the third person model
or the first person arm will always look wrong, not sure if a fix for this exists!
Image
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-The barricade mesh rotation is wrong online. And only online, making them look somewhat silly

-The lore books desync if multiple people are trying to read them at once, the messages also show in the chat box and vanish fast, making them hard to read.

-Despite the map being pathed, bots are dumb and will only go up to the weapon store, they also just really suck fighting monsters in general and excel in dying so I didn't find it worth the effort! :loool:

Finally:
Sad as the bugs are, I understand if they cannot be fixed, nor am I entitled to assistance! I am happy to release the map as-is with some minor tweaks!

The link below is the map and all required files except the monsterhunt mod since the version I have has the source code and isn't the one most people would have!

Download Rise Of Evil Release Candidate 1 from Mediafire!
To install, just unzip into the main UT99 folder, all files should go where they belong!

I am exited to announce that Aspide has generously offered to take a look into the map's code and botpathing issues! So a release may be closer than anticipated! :highfive: Still, don't let that discourage you from giving the map a test drive! Despite its flaws it is very much playable! :tu:
Last edited by Kayako on Sun Jul 13, 2025 9:42 pm, edited 3 times in total.
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yurkapotam
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Re: MH-RiseOfEvil (Replication) Script help appreciated!

Post by yurkapotam »

i can try to help, but you must know what you want to achieve
:barf:
Kayako

Re: MH-RiseOfEvil (Replication) Script help appreciated!

Post by Kayako »

yurkapotam wrote: Sun Jul 13, 2025 12:43 pm i can try to help, but you must know what you want to achieve
Oh thank you! If you could take a look that would be appreciated! It's something I had thought would be quite simple, turned out to not be so!

Basically, there's two weapons in the included pack which work fine offline, but online they don't play their first-person alt-fire animations/sounds, which would be nice if they did!
The weapons in question are the handgun and shotgun. Sadly I, nor the person who made them for the map understand how to code weapons for online.

there's also the fact I don't know how to fix the texture for the hands in the first-person model without making the third-person model look weird but, I can live with the first person model looking slightly off since most people don't seem to notice it unless I point it out,

https://www.mediafire.com/file/4d5z9q1l ... s.zip/file

Here's the standalone weapon pack if that helps!
JackGriffin
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Re: MH-RiseOfEvil (Replication) Script help appreciated!

Post by JackGriffin »

Al, is that really you? Holy shit dude, been trying to reach you for a hot minute. Drop me an email, I'd be STOKED to help you with anything. Glad to see you are still kicking it :)
So long, and thanks for all the fish
Kayako

Re: MH-RiseOfEvil (Replication) Script help appreciated!

Post by Kayako »

JackGriffin wrote: Sun Jul 13, 2025 5:12 pm Al, is that really you? Holy shit dude, been trying to reach you for a hot minute. Drop me an email, I'd be STOKED to help you with anything. Glad to see you are still kicking it :)
It's been forever and a while! Sorry if you've been messaging me on my old email address, I kinda retired that one when I retired from UT99... Mostly because of my inability to finish this very map... and wouldn't know how to regain access to it. It's still very much me though!
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Barbie
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Re: MH-RiseOfEvil (Release Candidate 1)

Post by Barbie »

Nice map with love to details! I've put it on my public test server for some time (but the PlayerStarts and doors are modified on the fly).

Sadly its game play does not fit multi player: too less enemies, too many puzzles and not obvious what-to-do-next.

Some points:
1) Mover29 has broken collision
MH-RiseOfEvilRC1-Mover29.jpg
2) typing GRAB to open doors is very unusual
3) there is already a map with that name: "MH-BETA-RiseOfEvil-v1" (but nice that you use different names "RC..." for different versions)
4) Textures are partially broken and misaligned; I highly recommend using the last version 469e of UnrealEd where (not only) handling of textures is much easier
MH-RiseOfEvilRC1-uglyTextures.jpg
5) Buggie's MapChecker has found 4451 problems :D (mostly off-grid brushes)
6) a lot of debug, error and warning lines in the log file - some from TeamMonster.u, some from ROE.u (is there any zombie package without errors in the world?), some from wrong Meshes
You do not have the required permissions to view the files attached to this post.
"If Origin not in center it be not in center." --Buggie
Kayako

Re: MH-RiseOfEvil (Release Candidate 1)

Post by Kayako »

Ah, a lot of things to look at!

It's odd that there's not enough enemies since the enemy spawns -should- scale based on the number of players.
While the spawns seemed quite fine when playing with 1-3 friends, I might need to tweak those numbers further! Are you by chance using a mod that buffs players?
Considering how many servers use mods like UTJMH or MH+ to boost health, ammo, and weapons I may have to make a special version for those!

1 - I'll try to fix the mover and hope it won't break anything!

2 -The puzzles, and the use of grab for doors are rather intentional, I do concede this will limit the usability on servers!
Maybe one day I will make a version that's more straightforward and less centered around exploration, for the main release I feel like it would beat the map's main purpose though!

3 - That's in fact this map! I am, the original author, I just went on a loooong hiatus and decided to finish it up!

4 - Those textures definitely need fixing, will do that!

5 - Yeah, I wasn't the brightest bulb when I started making this map, re-doing all those thousands of brushes is more than I can do right now though, something to keep in mind in the future! I would be spending another 10 years! :lol:

I will go through and fix what I can when I get the map back, It's currently being worked on so I can't make any changes until then~! thanks for your feedback! :tu:
JackGriffin
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Re: MH-RiseOfEvil (Replication) Script help appreciated!

Post by JackGriffin »

Kayako wrote: Sun Jul 13, 2025 5:32 pm It's been forever and a while! Sorry if you've been messaging me on my old email address, I kinda retired that one when I retired from UT99... Mostly because of my inability to finish this very map... and wouldn't know how to regain access to it. It's still very much me though!
I get you. I was away too for a long while but I retired now and I have free time so I've been looking for something to get into. I spent time modding for DayZ and that was great fun but I just keep coming back to UT. It's the most pure fun I ever had with games.I suspect many of us share that sentimentality.

I'm sure I still have some older versions of this map you sent on my archive drives. You really should finish it. It's a legacy thing now. Between this map being completed and being able to play through Krullor's Redux project....that's a bucket list ending right there.

If I can do anything to help please don't hesitate to let me know. You can use the agutgopostal email too as I will go a bit between check-ins at times. Damn, I'm really glad you are OK. That makes my weekend.
So long, and thanks for all the fish
Kayako

Re: MH-RiseOfEvil (Replication) Script help appreciated!

Post by Kayako »

JackGriffin wrote: Mon Jul 14, 2025 6:05 am I get you. I was away too for a long while but I retired now and I have free time so I've been looking for something to get into. I spent time modding for DayZ and that was great fun but I just keep coming back to UT. It's the most pure fun I ever had with games.I suspect many of us share that sentimentality.

I'm sure I still have some older versions of this map you sent on my archive drives. You really should finish it. It's a legacy thing now. Between this map being completed and being able to play through Krullor's Redux project....that's a bucket list ending right there.

If I can do anything to help please don't hesitate to let me know. You can use the agutgopostal email too as I will go a bit between check-ins at times. Damn, I'm really glad you are OK. That makes my weekend.
Absolutely! UT just has a kind of charm other games don't have! I've been getting some new blood (Mostly people my age or younger) into the game who normally wouldn't have a reason to check an old game like this out. And almost all of them seemed to enjoy it! So that's been fun!

Really glad to see you're still around and kicking!

I sent you some mails via the forum's mail feature! (Not sure they arrived) would be happy to work with you again, Aspide is currently looking into the map's more major issues so I'm just letting him do his job, am hyped to see what he's gonna do with it!
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Barbie
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Re: MH-RiseOfEvil (Release Candidate 1)

Post by Barbie »

Kayako wrote: Sun Jul 13, 2025 11:44 pm 2 -[...] the use of grab for doors are rather intentional
There are a lot of MH maps where IMO mappers did such by accident. To avoid breaking game play by GRAB cheat, bUseTriggered is set to FALSE for all Movers in a map while it is loaded at one of BarbiesWorld servers.
Your map is the first I saw with default GRAB to open. 8)
"If Origin not in center it be not in center." --Buggie
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yurkapotam
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Re: MH-RiseOfEvil (Release Candidate 1)

Post by yurkapotam »

Barbie wrote: Mon Jul 14, 2025 1:40 pm
Kayako wrote: Sun Jul 13, 2025 11:44 pm 2 -[...] the use of grab for doors are rather intentional
There are a lot of MH maps where IMO mappers did such by accident. To avoid breaking game play by GRAB cheat, bUseTriggered is set to FALSE for all Movers in a map while it is loaded at one of BarbiesWorld servers.
Your map is the first I saw with default GRAB to open. 8)
never assume such things bro, use config system then you can easily do things like enable impact hammer for X map, enable translocator for Y map, enable chainsaw for Z map
i frequently implement
perobjectconfig may help, creating objects with the same name as the map
:barf:
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Kayako
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Re: MH-RiseOfEvil (Release Candidate 1)

Post by Kayako »

I want to thank @UnrealGGecko for giving me back access to my old account, It feels like like I've been reborn! :mrgreen:

Of course this does mean I won't be able to edit my initial post in this thread anymore, so when the big update crash-lands I will announce it in a new thread!
thank you everyone for the warm welcome (back)! :tu:
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--