DOM mode and team PlayerStart?

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darkbarrage99
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Re: DOM mode and team PlayerStart?

Post by darkbarrage99 »

GingerCat wrote: Sun Jun 22, 2025 12:21 am I recall getting a compile error like "unexpected defaultproperties" whenever we tried that. Perhaps the syntax was wrong. :???:
hey man! I actually gave grok a try myself (i feel dirty now :barf: ) and got it to create a mutator that sets team player spawns up in Domination! so now instead of having to have to create a new gametype, you can just load up the file in UnrealEd and place this mutator in your map! I dunno how to mylevel it though, which would be ideal for whatever you are making, so in the mean-time if you choose to use this, be sure to include it in whatever folder you pack up unless you figure it out.

Team Spawn Mutator:
DomTeamSpawnMutator.u
code if interested:
Spoiler

Code: Select all

// DomTeamSpawnMutator.uc
// A mutator that forces bSpawnInTeamArea to true for the Domination gametype in Unreal Tournament '99 (v469d).
class DomTeamSpawnMutator extends Mutator;

function PostBeginPlay()
{
    local Domination Game;

    // Check if the current game is Domination
    Game = Domination(Level.Game);
    if (Game != None)
    {
        // Set bSpawnInTeamArea to true
        Game.bSpawnInTeamArea = true;
        Log("DomTeamSpawnMutator: Set bSpawnInTeamArea to true for Domination gametype.");
    }
    else
    {
        Log("DomTeamSpawnMutator: Current gametype is not Domination, no changes made.");
    }

    Super.PostBeginPlay();
}

defaultproperties
{
   
}
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Barbie
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Re: DOM mode and team PlayerStart?

Post by Barbie »

darkbarrage99 wrote: Sun Jun 22, 2025 4:31 am create a mutator
Just a hint: no mutator specific functions are used, so it could have been ANY actor. 8)
"If Origin not in center it be not in center." --Buggie
GingerCat
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Re: DOM mode and team PlayerStart?

Post by GingerCat »

darkbarrage99 wrote: Sun Jun 22, 2025 4:31 am
GingerCat wrote: Sun Jun 22, 2025 12:21 am I recall getting a compile error like "unexpected defaultproperties" whenever we tried that. Perhaps the syntax was wrong. :???:
hey man! I actually gave grok a try myself (i feel dirty now :barf: ) and got it to create a mutator that sets team player spawns up in Domination! so now instead of having to have to create a new gametype, you can just load up the file in UnrealEd and place this mutator in your map! I dunno how to mylevel it though, which would be ideal for whatever you are making, so in the mean-time if you choose to use this, be sure to include it in whatever folder you pack up unless you figure it out.

Team Spawn Mutator: DomTeamSpawnMutator.u

code if interested:
Spoiler

Code: Select all

// DomTeamSpawnMutator.uc
// A mutator that forces bSpawnInTeamArea to true for the Domination gametype in Unreal Tournament '99 (v469d).
class DomTeamSpawnMutator extends Mutator;

function PostBeginPlay()
{
    local Domination Game;

    // Check if the current game is Domination
    Game = Domination(Level.Game);
    if (Game != None)
    {
        // Set bSpawnInTeamArea to true
        Game.bSpawnInTeamArea = true;
        Log("DomTeamSpawnMutator: Set bSpawnInTeamArea to true for Domination gametype.");
    }
    else
    {
        Log("DomTeamSpawnMutator: Current gametype is not Domination, no changes made.");
    }

    Super.PostBeginPlay();
}

defaultproperties
{
   
}
This functions perfectly, thank you.
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darkbarrage99
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Re: DOM mode and team PlayerStart?

Post by darkbarrage99 »

Barbie wrote: Sun Jun 22, 2025 9:59 am
darkbarrage99 wrote: Sun Jun 22, 2025 4:31 am create a mutator
Just a hint: no mutator specific functions are used, so it could have been ANY actor. 8)
well idk what I'm doing exactly lol :D
GingerCat
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Re: DOM mode and team PlayerStart?

Post by GingerCat »

I am still working on the map, slow going as it is. Here are some W.I.P images, roughly chronological, from top to bottom.

I have successfully ticked several boxes for what not to do in a map; giant open room, semi-occluded mirrors, massive verticality, lots of zones (UED reports 18 I think)

Big fps drop when looking straight through the center of the map from each base :pfff: I'm past caring at this point. I like the way it looks too much. Always wanted to do a big obnoxious open room map.

It can be played like a pure sniper map or a royal rumble brawl, or a bit of everything in between, depending on your mood or taste. Both of the black mirrored surfaces are heal zones. It gets messy at the bottom. Pool fills up with meat chunks. Mirrored easter egg on both sides for the adventurous climbers. Quite happy with an experimental effect I stumbled on using modulated texturing.

Tomorrow night is the beginning of the weekend for me. I will try to get something uploaded for you all to try out.
earliest.jpg
earlier.jpg
early.jpg
untextured.jpg
base.jpg
center.jpg
green.jpg
final.jpg
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Kayako
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Re: DOM mode and team PlayerStart?

Post by Kayako »

Oh wew, that looks so vibrant and interesting, And the BSP is not breaking on you? Impressive!
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
GingerCat
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Re: DOM mode and team PlayerStart?

Post by GingerCat »

Kayako wrote: Thu Jul 31, 2025 12:38 pm Oh wew, that looks so vibrant and interesting, And the BSP is not breaking on you? Impressive!
In very specific areas it sometimes breaks completely or produces phantom solid geometry. And then it works again next time. I will have to scour the final build top to bottom looking for errors :Camera:

Yeah, its vibrant. Whenever I added a texture, didn't end up liking what it did to the lighting. Eventually I veered wildly into fully saturated territory :!:
GingerCat
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Re: DOM mode and team PlayerStart?

Post by GingerCat »

I believe this playtest .zip should work. It's only been 25 or so years since I tried this...
DOM-DarksideMarble.zip

I toned down the vibrancy of the warm yellows quite a lot. Less intense now. Rebuilt the visuals for all teleporters because why not who wants to get things finished anyway

All the BSP errors I knew of have been ironed out. Perhaps someone can find something I missed.

16 players recommended. Inhuman skill level is a good fit, as godlike leads to too many sniper one-touches from across the map. Happy gaming!
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Kayako
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Re: DOM mode and team PlayerStart?

Post by Kayako »

A lot of impressive work, I didn't expect from the screenshorts that most of it used the same single texture but the lighting really makes it all pop! A few things I noticed, below.

Not sure if it's just my settings, but not all the control points seem to fit on the screen, never seen a map with this many control points!

These ones on the red and blue sides feel a bit weird when owned by teams opposite of their color, for a while I thought they were meant to change with their team but I looked in the edotor and they are normal lights so, I guess that was just a weird expectation on my part!
Image

I really love the look of the teleporters, like a small cyclone trying to suck you in/spit you out. Very nice map overal! no idea how you managed to make this and not have the editor explode!
:loool:
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
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Re: DOM mode and team PlayerStart?

Post by GingerCat »

Kayako wrote: Tue Aug 05, 2025 10:32 pm A lot of impressive work, I didn't expect from the screenshorts that most of it used the same single texture but the lighting really makes it all pop! A few things I noticed, below.

Not sure if it's just my settings, but not all the control points seem to fit on the screen, never seen a map with this many control points!

These ones on the red and blue sides feel a bit weird when owned by teams opposite of their color, for a while I thought they were meant to change with their team but I looked in the edotor and they are normal lights so, I guess that was just a weird expectation on my part!
Image

I really love the look of the teleporters, like a small cyclone trying to suck you in/spit you out. Very nice map overal! no idea how you managed to make this and not have the editor explode!
:loool:
Thanks for trying out the map! I suspect the control point icons disappearing is a HUD scaling issue. See mine:
hud.jpg
I'm glad you like the teleports. I went OCD on them and would never have been happy with a flat plane and an animated texture.

Most of the control points are set to special lit as a light source so they don't really behave normally. I will probably light those little bridges in a neutral tone as the clash of colours is a bit much.

Thank you again for your thoughts
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Kayako
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Re: DOM mode and team PlayerStart?

Post by Kayako »

GingerCat wrote: Wed Aug 06, 2025 9:27 am Most of the control points are set to special lit as a light source so they don't really behave normally. I will probably light those little bridges in a neutral tone as the clash of colours is a bit much.

Thank you again for your thoughts
Another option is to use the script I've seen floating around to have those sides linked to special triggerlights that change the light color to that of the team controlling it, I think that would look good too!
An example of a map using it is Aspide's DOM-HighTension!
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--