DM (+DOM) Tenshutaishite

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Kayako
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DM (+DOM) Tenshutaishite

Post by Kayako »

Hello everyone!

To celebrate me getting my old account back, I want to start the night by showing off a new map that is (finally) ready to release!
As well as giving whoever wants to give it a go the chance to run around and shoot up some baddies inside.

The new map is called Tenshutaishite (I... forgot what it meant, I started the first room just before my life came crashing down, wahaha :tongue:)

Map details
Name: DM/DOM-Tensuitaishite
Theme: Classical Japanese + Modern tech (Map is based on the Izanagi Corporation, which I personally headcanon as 'Space Yakuza')
Gametypes: Deathmatch/Domination, most variants on these gametypes should be supported!
Bot Support: Yes!
Player Count: Not sure, the map has 13 playerstarts (15 in DOM)

Included files:
Maps:
DM-Tenshutaishite.unr
DOM-Tenshutaishite.unr

Music
HongKong_Music.umx (I Couldn't find anything Japanese, :oops: )

system:
Tree_PACK1.u

Textures:
UTtech4.utx

All files should be included but let me know if I missed any, or if you know the authors of any of these so I can credit them!

Previews!
Image
Image
Image



Downloads!
DM-Tenshutaishite
DOM-Tenshutaishite

thank you all for having me around, and I hope you'll have fun playing these!
And special thanks to @GEARvision for fixing the lift and other movers!
Last edited by Kayako on Sat Aug 09, 2025 2:51 pm, edited 2 times in total.
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wallabra
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Re: DM (+DOM) Tenshutaishite

Post by wallabra »

Ooh, can't wait to try this out! It looks really nice and I love the custom textures and the Japanese theming.

(new personal website coming soon; for now use wallabra.github.io)
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Re: DM (+DOM) Tenshutaishite

Post by UnrealGGecko »

Very nice one! Had a blast playing it, though one of the bots during my testing match got stuck somewhere as he finished with a 0 death 0 kill score lol (was playing TDM this time). Noone found him.
Map has a quite interesting flow, though the room with the gong being a dead-end hinders it a tiny bit. Loved the vibes and visuals of it all, and the custom pickups and mechanics add to it so well :mrgreen: Definetly a keeper on my install.
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Kayako
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Re: DM (+DOM) Tenshutaishite

Post by Kayako »

wallabra wrote: Thu Jul 17, 2025 1:21 am Ooh, can't wait to try this out! It looks really nice and I love the custom textures and the Japanese theming.
Woo! I'm glad, been wanting to do a map in this theme for a long time!
UnrealGGecko wrote: Thu Jul 17, 2025 7:03 am Very nice one! Had a blast playing it, though one of the bots during my testing match got stuck somewhere as he finished with a 0 death 0 kill score lol (was playing TDM this time). Noone found him.
Oh no, that poor bot :lol2: I'll see if I can replicate it, my guess is that it's the lift, someties if a bunch of bots are playing rope tug there it can mess things up, I might have to adjust the timings!
UnrealGGecko wrote: Thu Jul 17, 2025 7:03 am Map has a quite interesting flow, though the room with the gong being a dead-end hinders it a tiny bit.
Yeah, the gong room was mostly a "This was meant to be funny" interactible, rather than a full room, I guess I could remove it from the DM version alltogether if it disturbs the flow too much!

That or, maybe a custom actor that teleports the player that shoots it to a random playerstart? :loool:
UnrealGGecko wrote: Thu Jul 17, 2025 7:03 am Loved the vibes and visuals of it all, and the custom pickups and mechanics add to it so well :mrgreen: Definetly a keeper on my install.
I'm glad you like it so far! Will still need to do some tuning here and there but overall I'm happy with it! :mrgreen:
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williamnosdukeweh14usa
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Re: DM (+DOM) Tenshutaishite

Post by williamnosdukeweh14usa »

That looks like a very cool Japanese culture themed map anyway.
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Re: DM (+DOM) Tenshutaishite

Post by sektor2111 »

I'll be interested after some fixes...
Editor.Log wrote: ...
Origin: Process items from PlayerStart2 location.
Armor1: Route Not Found from PlayerStart2... Marker does not include Incoming Paths.
TotalIsolated: Armor1 also has marker without outgoing Paths.
HealthVial0: Route Not Found from PlayerStart2... Marker does not include Incoming Paths.
HealthVial1: Route Not Found from PlayerStart2... Marker does not include Incoming Paths.
HealthVial2: Route Not Found from PlayerStart2... Marker does not include Incoming Paths.
HealthVial3: Route Not Found from PlayerStart2... Marker does not include Incoming Paths.
Armor0: Route Not Found from PlayerStart2... Marker does not include Incoming Paths.
TotalIsolated: Armor0 also has marker without outgoing Paths.
SniperRifle1: Trying a closer actor for Marker...
SniperRifle1: Failed...
SniperRifle1: Testing Route in reverse...
However: Reverse routing from SniperRifle1 to PlayerStart2 looks available.
However: This route looks One-Way in opposite direction.
BulletBox4: Trying a closer actor for Marker...
BulletBox4: Failed...
BulletBox4: Testing Route in reverse...
BulletBox4: Route Not Found from PlayerStart2...
Ambushpoint0: Searching...
Ambushpoint0: Primary Check failed !
Ambushpoint0: Is still part of routing process.
Ambushpoint0: Route Not Found from PlayerStart2...
_: ________________________________________________
Flush: Cleaning debris...
PathsChecker: Cleaning routing data from Navigation List.
Flushed: Done...
ScanProcess: Total checks using DevPath = 2628.
Flaws: There were 113 attempts to reach at inventories.
MaybeNeeds: 13 reversal moves look possible. Map might need completions.
...
...
LostData: ________________________________________________________________
LostData: ReachSpecs missing from Paths[0-15] = 19.
LostData: ReachSpecs missing from upStreamPaths[0-15] = 7.
FixedWithSuccess: ReachSpecs successfully attached = 25.
FixFailures: ReachSpecs attaching failures - probably no place = 1.
LostData: ________________________________________________________________
SpecTest: Testing and fixing specs took:
0.005330 seconds.
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Kayako
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Re: DM (+DOM) Tenshutaishite

Post by Kayako »

It's odd that those errors are there, since bots do grab all of them no problem.
Healthvial 1 is located right here
Image
Playerstart 2 is here with a direct path to there
Image
They seem to have no issue grabbing it
Image

The map definitely has issues and it feels like I'm not equipped to fix them right now. There's a lift that just breaks if multiple bots are trying to access it at once and apparently some navigation issues I just don't understand. I might need a second set of eyes. :noidea
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Re: DM (+DOM) Tenshutaishite

Post by OjitroC »

There does not appear to be a path to any of those four vials though there is a path from each of them - have a look at the direction of the arrows. AFAIK the yellow colour of the path indicates that it is one-way only.

That’s PlayerStart 12 in your second screenshot - not PS 2.

You need to slightly adjust the position of those inventory items without an incoming path so that there are arrows to and from them on the relevant path(s) (and rebuild the network).
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Re: DM (+DOM) Tenshutaishite

Post by sektor2111 »

Let's look at certain spot... this is an example of a flawed route - it is actually broken.
Incomplete_Sample.PNG
The two nodes "from water" won't point next(s) Path(s) (or said ReachSpec(s)) to the Node from island at "SniperRifle1". As result whoever is sitting there, Bot-Hunter won't manage to find him and neither the way to that sniper rifle. The whole route to some goal / area must have all arrows oriented in the direction of said goal / zone. Either way we will need the rest of arrows pointed back, or else area will become a TRAP. Requirements are "two-way" links / connections. In this stage it was used original Editor because this is capable to "forget" updating some ReachSpecs in corresponding places when spot is overcrowded with nodes. One thing it's shown in Editor, and the other thing happens when map is running - this is the "tech" used by Epic. Luckily we do have requirements for solving these logical flaws of Editor, we can even do full map pathing in manual mode, node by node - which is amazing in small maps. This way there will be full control over movement which Editor will never dream what we wanted to do.
More to say, Engine has some rules over movement - it is not like we can do great paths over decorations... that's not a "floor" for calculating movement physics. These are not colliding in Editor during probing and creating paths stage, and then it will be a flawed spot.

What's the deal in run-time ? If Bot spawns closer to an inventory, it will clearly love it or if it's in a combat situation more or less thrown there. But... things are different when it is not closer, it will calculate a route to the desired goal. If the route has gaps is not like it will even move to that direction, unless will be sorted another goal that has routing data complete.
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Last edited by sektor2111 on Sat Jul 19, 2025 6:52 pm, edited 1 time in total.
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Kayako
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Re: DM (+DOM) Tenshutaishite

Post by Kayako »

Ah yeah I see now, I didn't even know the arrows actually mattered, Guess there's some stuff to do still. When my head feels like it, I've been struggling for days with the lift and my head's just kind of fried right now.


Edit, Moved the healthvials so bots can now grab them without being lured there, the paths are now 2-way!

Also added an invisible mover and generated an AI path over that, buts now grab the sniper rifle and occasionally snipe from up here!

Image

Every other item (such as the armor) bots will reach no problem even when spectating, regardless of any log errors.
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Re: DM (+DOM) Tenshutaishite

Post by Red_Fist »

With the lift try using a trigger on each end that won't re trigger until the full move time is done. I think the re trigger will also have the delay upon first use for the lift to go up-down. You could also add "extracost" in the lift center-exit area a little bit so the bots won't clammier around like a dog waiting for a medium rare steak.

Your map looks very good, nice colors and lighting.
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Re: DM (+DOM) Tenshutaishite

Post by KingJosh »

Shot00011.png
coolest looking armor I've ever seen in any map :shock:
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Kayako
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Re: DM (+DOM) Tenshutaishite

Post by Kayako »

Red_Fist wrote: Sun Jul 20, 2025 5:42 am With the lift try using a trigger on each end that won't re trigger until the full move time is done. I think the re trigger will also have the delay upon first use for the lift to go up-down. You could also add "extracost" in the lift center-exit area a little bit so the bots won't clammier around like a dog waiting for a medium rare steak.

Your map looks very good, nice colors and lighting.
Thank you! Been trying to fix the lifts but somehow they keep breaking no matter what I try, It's like 99% stable but someone always eventually finds a way to break it.
I managed to make it function properly by haveing you actually need to physically touch the call buttons and that works, but that doesn't fix the fact the bots are just soooo F-ing stupid and keep running into the elevator and then back out before it finished moving

And another attempt, a complete redo of how the lifts work, and now they just stand still in front of the lifts and refuse to get on. I'm about ready to give up entirely. It's not worth it :roll:   
Auto merged new post submitted 1 minute later
KingJosh wrote: Sun Jul 20, 2025 4:22 pm Shot00011.png

coolest looking armor I've ever seen in any map :shock:
Thanks! It's just a recolored unreal armor combined with a matching helmet recolor using the relic of vengeance model!
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Re: DM (+DOM) Tenshutaishite

Post by Barbie »

Kayako wrote: Sun Jul 20, 2025 5:34 pm that doesn't fix the fact the bots are just soooo F-ing stupid and keep running into the elevator and then back out before it finished moving
Are these lifts are in question?
MapChecker wrote:MapChecker: Lift Mover with InitialState BumpOpenTimed. Bots don't understand this well - use StandOpenTimed instead:
MapChecker: Mover4 InitialState = BumpOpenTimed LiftCenter = LiftCenter0
MapChecker: Mover7 InitialState = BumpOpenTimed LiftCenter = LiftCenter1
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Kayako
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Re: DM (+DOM) Tenshutaishite

Post by Kayako »

Ah no, Ironically those 2 are the ones that work despite me setting them wrong :loool:

Will still be setting them to the correct one though~!
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