MH-HauntedHalloween [Complete! Happy Halloween!]

Tutorials and discussions about Mapping - Introduce your own ones!
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Kayako
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MH-HauntedHalloween [Complete! Happy Halloween!]

Post by Kayako »

Hey all!

Spooky season has begun, I used to make at least one festive map a year, and I wanted to pick that habit back up! After making 2 Christmas maps, and one (loosely) Easter one I decided this time would be a Halloween themed level!

Map details
Name: MH-HauntedHalloween
Theme: A spooky forest, Graveyard, and mansion
Gametypes: MonsterHunt
Bot Support: Yes!
Player Count: Made for 1-7, monster spawns scale based on player numbers so, not sure when it gets too crazy! :evil:

Included files:
Maps:
MH-HauntedHalloween

Music
Vandenberg_Music_2k.umx
Watcher.umx

system:
Tree_PACK1.u
Spinner.u
CTPumpkin.u
Screen.u

Textures:
PumpkinPack.utx
RoeAnimated.utx
ScreenFonts.utx
ScriptedScreen.utx

Screenshots
The screenshots look way darker than it does ingame and no idea why :roll:
Image
Image
Image
Image

Known issues:
The fog doesn't play nice with the skybox, no idea how to fix that, I turned bFogzone to True in the skybox but that turned out to not be enough :oops:
Despite using the special warpzones from "MH-TheFifthVortexV31" the rotation doesn't update properly online, I am not sure if I set up something wrong here.
The decorative clocks don't update real-time online
Bots sometimes attack defenseless statues
One of the new 'monster' types still needs a proper randomization factors
Unreal Archive mirror
Mediafire mirror
Last edited by Kayako on Fri Oct 17, 2025 3:06 pm, edited 15 times in total.
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
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GEARvision
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Re: MH-HauntedHalloween (Alpha1)

Post by GEARvision »

Kayako wrote: Sun Sep 21, 2025 2:59 pm Spooky season is about to roll around, I used to make at least one festive map a year, and I wanted tp ick that habit back up! After making 2 Christmas maps, and one (loosely) Easter one I decided this time would be a Halloween themed level!
I love that approach ^^ I have seen it before and it brings me nostalgia that you are doing it here (not many things do! I can count these with 1 hand... )
Kayako wrote: Sun Sep 21, 2025 2:59 pm The fog doesn't play nice with the skybox, no idea how to fix that, I turned bFogzone to True in the skybox but that turned out to not be enough :oops:
The skybox and the foreground layer are rendered separately - That is, the skybox is stamped ontop of the image, if there was a way to bypass that and draw the fog portion of the foreground...
It is how Unreal draws, I dunno if it can be fixed with a renderer hack, Fog is achieved thru the depth onscreen, it should take account of that even with the skybox layer (ignore skybox), but chances exist that is not how it is (never sent to the graphics renderer) so it is a problem...
Kayako wrote: Sun Sep 21, 2025 2:59 pm Despite using the special warpzones from "MH-TheFifthVortexV31" the rotation doesn't update properly online, I am not sure if I set up something wrong here.
Naturally, not easy way to do that... I think (I meant the Pawn's passing thru... Is it how it looks from the other side?)
Alright, I believe you have to create a subclass that has this rotation baked in, so that client does not have to "interpret" it out of replication (if there was any before) - So that will solve it
Kayako wrote: Sun Sep 21, 2025 2:59 pm Bots sometimes attack defenseless statues
No! Poor statues!


I love the map's looks :D
Yet again I love the breathing space you grant to them, it is fresh just to boot them up!
My all time games & software are UT +mods & Smuggler's Run 2 by Rockstar; on the other side FFmpeg (CLI multimedia editor) & Zstandard (add-on for 7zip)
Aka RICOTTA_19216 / Loading SKAARJNET...
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Re: MH-HauntedHalloween (Alpha1)

Post by jmartin »

Nice looking map. Will you make a DM version for those who don't have MH?

Thanks. :tu:

If I remember correctly you can't see a fog zone from another zone. You have to be standing inside a fog zone in order to see the fog.
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GEARvision
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Re: MH-HauntedHalloween (Alpha1)

Post by GEARvision »

jmartin wrote: Sun Sep 21, 2025 9:16 pm Nice looking map. Will you make a DM version for those who don't have MH?

Thanks. :tu:
I was thinking an ONP version myself... I grant the player with Krall followers who have "costumes" - Or a lightning staff do... I may borrow the Bolt Rifle's effects ^^ I keep finding excuses to hand the custom weapons to the monsters so I can experience them, without leaving the old school UT arsenal lulz
Then when they go down they stay legless, and you gotta revive them with a spell, then they come back up with a new skin, a zombie skin
So now they do not have a ranged attack - But whack people with this now depleted staff, and have more health now
But there's an advantage in keeping them alive before death, if the Krall is in a killing spree, it can cast spells, like a shield spell on the player, giving him 50 Shield points
And now this is turning into Deus Ex with the augmentations and stuffz, I stop here xd
My all time games & software are UT +mods & Smuggler's Run 2 by Rockstar; on the other side FFmpeg (CLI multimedia editor) & Zstandard (add-on for 7zip)
Aka RICOTTA_19216 / Loading SKAARJNET...
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Kayako
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Re: MH-HauntedHalloween (Alpha1)

Post by Kayako »

GEARvision wrote: Sun Sep 21, 2025 4:26 pm I dunno if it can be fixed with a renderer hack, Fog is achieved thru the depth onscreen, it should take account of that even with the skybox layer (ignore skybox), but chances exist that is not how it is (never sent to the graphics renderer) so it is a problem...
I fear it's just an engine limitation, I mean it doesn't look HORRIBLE with how it is, just not the way I would have hoped it was :sad2:
GEARvision wrote: Sun Sep 21, 2025 4:26 pm Naturally, not easy way to do that... I think (I meant the Pawn's passing thru... Is it how it looks from the other side?)
Alright, I believe you have to create a subclass that has this rotation baked in, so that client does not have to "interpret" it out of replication (if there was any before) - So that will solve it
It looks fine online but yeah if you walk through it feels jittery, not sure how to 'bake in' the rotation! I am really bad with code.
GEARvision wrote: Sun Sep 21, 2025 4:26 pm I love the map's looks :D
Yet again I love the breathing space you grant to them, it is fresh just to boot them up!
Thank you! I do try! I hope I can improve it further!
jmartin wrote: Sun Sep 21, 2025 9:16 pm Nice looking map. Will you make a DM version for those who don't have MH?

Thanks. :tu:

If I remember correctly you can't see a fog zone from another zone. You have to be standing inside a fog zone in order to see the fog.
I fear that the layout doesn't lend itself to deathmatch gameplay, not enough inter-connectivity, rather linear, I could see a world in which I use the manor alone (And maybe the backyard) as a base for a DM map but I'll have to see!
GEARvision wrote: Sun Sep 21, 2025 4:26 pm I was thinking an ONP version myself... I grant the player with Krall followers who have "costumes" - Or a lightning staff do... I may borrow the Bolt Rifle's effects ^^ I keep finding excuses to hand the custom weapons to the monsters so I can experience them, without leaving the old school UT arsenal lulz
Then when they go down they stay legless, and you gotta revive them with a spell, then they come back up with a new skin, a zombie skin
So now they do not have a ranged attack - But whack people with this now depleted staff, and have more health now
But there's an advantage in keeping them alive before death, if the Krall is in a killing spree, it can cast spells, like a shield spell on the player, giving him 50 Shield points
And now this is turning into Deus Ex with the augmentations and stuffz, I stop here xd
Hold up, while it sounds amazing this is waaaaaay too ambitious for me, My coding skills are zero and I was hoping not to rely too much on help for this project! :loool:
I don't even think I can manage to make a bossfight that's a tenth as cool as the one in my head. :ironic:

I updated the link, no longer broken!
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Kayako
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Re: MH-HauntedHalloween (Testing soon)

Post by Kayako »

Sorry for the lack of updates, I didn't want to see like I'm talking to myself! :oops: Working on the final cutscene and will soon be going into a (Closed) beta phase, I still need help figuring out what is causing the weird effect with the warpzone and maybe someone checking if there's issues I am unaware of such as "accessed none" or invisible kill-holes. Almost there, not sure if I will be done before spooky Month starts though, sorry! :sad2:

Once this is done I will be finishing Rise of Evil! :mrgreen:
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Re: MH-HauntedHalloween (Testing soon)

Post by darksonny »

great ambiance! sexy map!
pd. any chance to play this gem as another gametype (deathmatch)?
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Kayako
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Re: MH-HauntedHalloween (Testing soon)

Post by Kayako »

I don't think it would be easy to make this map flow properly as a deathmatch map, if someone wants to take their time to convert the map when it's done they are free to do so! :tu: I can see certain parts working in deathmatch but definitely not all of them... Monsterhunt and Deathmatch have a very different flow, with most Monsterhunt maps being way more linear :lol2:
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Kayako »

The (Mostly) final map is ready for download, feedback would be appreciated so I know what still might need to be done. Compared to the previous version it has new zones, new enemies, a new boss and new secrets!

One of the secrets may be harder to figure out than the other. One of the ghosts turns out to be rather well-adjusted if you just go and grab a pizza with them! :tu:

Grab it here! and let me know what you think!
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Barbie
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Barbie »

Sadly another file mismatch:
--- Your version ---
Name: Screen.u
Größe: 191850 Bytes : 187 KiB
SHA1: 62b42cadc1d4cce8833641653cc532c3ecbb3897
2025 Sep 28 02:13
---
Screen132:
Name: Screen.u
Größe: 309292 Bytes : 302 KiB
SHA1: 1b5cab634e09f393db1832a50eb10d0f46ca67ca
2013 Jul 26 03:26   
Auto merged new post submitted 10 minutes later
[/color]Log: Autoplay.BioAmmo4 fell out of the world while falling at (X=-15439.000000,Y=-19544.000000,Z=-416.603485)!
Log: Autoplay.BioAmmo5 fell out of the world while falling at (X=-15400.000000,Y=-19437.000000,Z=-416.603485)!
Log: Autoplay.ShockCore9 fell out of the world while falling at (X=-5837.000000,Y=2235.000000,Z=-1168.307495)!
Log: Autoplay.ShockCore10 fell out of the world while falling at (X=-5836.000000,Y=2313.000000,Z=-1168.307495)!
Log: Autoplay.ShockCore11 fell out of the world while falling at (X=-15800.000000,Y=-19640.000000,Z=-416.307587)!
:omfg:
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Kayako
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Kayako »

Barbie wrote: Wed Oct 01, 2025 11:12 am Sadly another file mismatch:
I didn't know they made a different version of screen, or if some third party did (Bad practice if that's the case), I will replacing it and see if nothing breaks,
Will also be moving those inventoryspots! Odd though, this doesn't happen on my end, I guess it happens if a mod replaces the ammo? :noidea
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Barbie »

Kayako wrote: Wed Oct 01, 2025 11:19 am I guess it happens if a mod replaces the ammo? :noidea
No mod running; the later UT patches have a different collision detection - or maybe there is a bad spot in map.
Looks like it has to do with Class'MyLevel.UnlockInventory' - why not using just a combination of one time Trigger at weapon, ThingFactory+SpawnPoint for weapon and a MonsterEvent for message?   
Auto merged new post submitted 34 minutes later
[/color]Map now online playable on test server.
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Kayako
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Kayako »

Barbie wrote: Wed Oct 01, 2025 12:08 pm No mod running; the later UT patches have a different collision detection - or maybe there is a bad spot in map.

Thanks for pointing it out, it indeed happens in the latest versions, The turned the setting "Physics falling" to "Physics none" and it stopped happening! (My guess is that when in newer versions the ammo is updated at the start so it immediately starts falling as it should.Combined with the inventoryunlocker setting the physics to none you get this issue. It works now!

The newer version of screen also still does what it's supposed to do so I will be using that from here on out, thanks! Anything else I should be aware of?
Last edited by Kayako on Wed Oct 01, 2025 12:21 pm, edited 1 time in total.
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Re: MH-HauntedHalloween (Feature-complete!)

Post by Barbie »

Kayako wrote: Wed Oct 01, 2025 12:15 pm Anything else I should be aware of?
Try Buggie's MapChecker... ;)
Found 105 problems

Code: Select all

MapChecker: Actors use bStatic = false when default is true. Need set bNoDelete to true or make subclass with default bStatic = false:
MapChecker: Knife39
MapChecker: HiddenDeco0
MapChecker: HiddenDeco2
MapChecker: PawnBuffer6
MapChecker: Movers which bTriggerOnceOnly must not use MoverEncroachType = ME_ReturnWhenEncroach or ME_StopWhenEncroach:
MapChecker: Mover46 ME_ReturnWhenEncroach
MapChecker: Movers MoverEncroachType = ME_StopWhenEncroach or ME_ReturnWhenEncroach with empty ReturnGroup and default Tag can produce unexpected behavior:
MapChecker: Mover46 Tag = 'Mover' ME_ReturnWhenEncroach
MapChecker: Movers with bUseTriggered can be open by grab command from any player:
MapChecker: Mover46
MapChecker: Actor placed out of map:
MapChecker: Light302
MapChecker: Light362
MapChecker: Light410
MapChecker: Mover with AmbientSound and empty MoveAmbientSound stop produce sound after start move:
MapChecker: Mover53 AmbientSound = AmbAncient.Looping.Stower51
MapChecker: ExplosionChain with bOnlyTriggerable and (bCollideActors or bProjTarget):
MapChecker: MyExplosionChain1 bCollideActors = True bProjTarget = True
MapChecker: Weapon not linked to UnlockInventory:
MapChecker: ShockRifle0 Event = None
MapChecker: ShockRifle3 Event = None
MapChecker: minigun1 Event = None
MapChecker: UnlockInventory3 Botpack.UDamage not found on level
MapChecker: ZoneInfo with AmbientBrightness == 0:
MapChecker: LevelInfo0
MapChecker: ZoneInfo5
MapChecker: ZoneInfo7
MapChecker: SlimeZone0
MapChecker: ZoneInfo8
MapChecker: PressureZone0
MapChecker: Teleporter with bHidden = True and bAlwaysRelevant = False:
MapChecker: Teleporter0
MapChecker: Teleporter5
MapChecker: Teleporter10
MapChecker: Teleporter11
MapChecker: Teleporter13
MapChecker: RacistTeleporter2
MapChecker: Trigger for Damage or Kill Instigator which work only for players:
MapChecker: Trigger57 Event = SadaKill TriggerType = TT_PawnProximity SpecialEvent169 DamageInstigator Damage = 1337
MapChecker: PathNode too close:
MapChecker: PathNode106 InventorySpot156 60.110794
MapChecker: Movers with scale:
MapChecker: Mover9 MainScale = (Scale=(X=1.000000,Y=-1.000000,Z=1.000000),SheerRate=0.000000,SheerAxis=SHEER_ZX) PostScale = (Scale=(X=1.000000,Y=1.000000,Z=1.000000),SheerRate=0.000000,SheerAxis=SHEER_ZX)
MapChecker: Mover25 MainScale = (Scale=(X=1.000000,Y=-1.000000,Z=1.000000),SheerRate=0.000000,SheerAxis=SHEER_ZX) PostScale = (Scale=(X=1.000000,Y=1.000000,Z=1.000000),SheerRate=0.000000,SheerAxis=SHEER_ZX)
MapChecker: Mover with bad moving time for net play:
MapChecker: Mover47 MoveTime = 0.300000 != 0.3003003
MapChecker: Mover52 MoveTime = 1.300000 != 1.2987013
MapChecker: Mover53 MoveTime = 1.200000 != 1.2048193
MapChecker: Mover48 MoveTime = 1.200000 != 1.2048193
MapChecker: Mover51 MoveTime = 1.200000 != 1.2048193
MapChecker: Mover54 MoveTime = 1.200000 != 1.2048193
MapChecker: Mover55 MoveTime = 7.000000 != 7.142857
MapChecker: Mover56 MoveTime = 7.000000 != 7.142857
MapChecker: Teleporter from same tag use different direction:
MapChecker: Teleporter2 0,45432,0 Teleporter1 0,51808,0 Difference in rotation: 0,6376,0
MapChecker: Teleporter3 0,45432,0 Teleporter4 0,51808,0 Difference in rotation: 0,6376,0
MapChecker: Teleporter7 0,27528,0 Teleporter8 0,26152,0 Difference in rotation: 0,64160,0
MapChecker: Teleporter7 0,27528,0 Teleporter6 0,26152,0 Difference in rotation: 0,64160,0
MapChecker: Teleporter15 0,0,0 Teleporter16 0,32872,0 Difference in rotation: 0,32872,0
MapChecker: Teleporter15 0,0,0 Teleporter17 0,48856,0 Difference in rotation: 0,48856,0
MapChecker: Teleporter15 0,0,0 Teleporter14 0,14792,0 Difference in rotation: 0,14792,0
MapChecker: Teleporter16 0,32872,0 Teleporter17 0,48856,0 Difference in rotation: 0,15984,0
MapChecker: Teleporter16 0,32872,0 Teleporter14 0,14792,0 Difference in rotation: 0,47456,0
MapChecker: Teleporter17 0,48856,0 Teleporter14 0,14792,0 Difference in rotation: 0,31472,0
MapChecker: MonsterHunt with bHidden MonsterEnd:
MapChecker: MonsterEnd1
MapChecker: MonsterEnd0
MapChecker: NavigationPoint in air on slope
MapChecker: Teleporter8 Need Move = -38.750031
MapChecker: Teleporter6 Need Move = -27.204590
MapChecker: NavigationPoint placed in ground:
MapChecker: Teleporter13 need move up on 1.399994
MapChecker: Inventory in ground
MapChecker: enforcer0 Need Move = 8.400024
MapChecker: ThighPads0 Need Move = 19.299561
MapChecker: ut_biorifle0 Need Move = 2.400024
MapChecker: enforcer1 Need Move = 10.400024
MapChecker: ShockCore7 Need Move = 2.399902
MapChecker: ShockCore8 Need Move = 2.399902
MapChecker: Armor0 Need Move = 7.399902
MapChecker: ShockCore9 Need Move = 2.400024
MapChecker: ShockCore10 Need Move = 2.400024
MapChecker: ShockCore11 Need Move = 2.399994
MapChecker: Actor with changed properties and without bNoDelete or bStatic not work properly on network:
MapChecker: HiddenDeco2
MapChecker: Triggers with default Tag possible not used:
MapChecker: Dispatcher31 Tag = Dispatcher
MapChecker: NavigationPoint without in (not reachable) or out (trap) paths:
MapChecker: InventorySpot87 markedItem = minigun0 no out
MapChecker: Brush off-grid:
MapChecker: Brush417 Diff = 0.525738 Location = -3215.744141,4413.188477,-1233.418823 Suggested = -3216.000000,4413.000000,-1233.000000
MapChecker: Brush418 Diff = 0.525738 Location = -3215.744141,4317.188477,-1233.418823 Suggested = -3216.000000,4317.000000,-1233.000000
MapChecker: Brush420 Diff = 0.525738 Location = -3231.744141,4573.188477,-1233.418823 Suggested = -3232.000000,4573.000000,-1233.000000
MapChecker: Brush421 Diff = 0.525738 Location = -3215.744141,4349.188477,-1233.418823 Suggested = -3216.000000,4349.000000,-1233.000000
MapChecker: Brush422 Diff = 0.525738 Location = -3215.744141,4429.188477,-1233.418823 Suggested = -3216.000000,4429.000000,-1233.000000
MapChecker: Brush423 Diff = 0.525738 Location = -3215.744141,4389.188477,-1233.418823 Suggested = -3216.000000,4389.000000,-1233.000000
MapChecker: Brush430 Diff = 0.459917 Location = -3282.856445,3871.124512,-1233.418823 Suggested = -3283.000000,3871.000000,-1233.000000
MapChecker: Brush431 Diff = 0.460050 Location = -3186.856445,3871.125000,-1233.418823 Suggested = -3187.000000,3871.000000,-1233.000000
MapChecker: Brush432 Diff = 0.459831 Location = -3442.856934,3855.124756,-1233.418823 Suggested = -3443.000000,3855.000000,-1233.000000
MapChecker: Brush433 Diff = 0.460031 Location = -3218.856934,3871.125488,-1233.418823 Suggested = -3219.000000,3871.000000,-1233.000000
MapChecker: Brush434 Diff = 0.460126 Location = -3298.856201,3871.125000,-1233.418823 Suggested = -3299.000000,3871.000000,-1233.000000
MapChecker: Brush435 Diff = 0.460050 Location = -3258.856445,3871.125000,-1233.418823 Suggested = -3259.000000,3871.000000,-1233.000000
MapChecker: Brush599 Diff = 0.459917 Location = -4274.856445,3231.124512,-1233.418823 Suggested = -4275.000000,3231.000000,-1233.000000
MapChecker: Brush601 Diff = 0.460050 Location = -4178.856445,3231.125000,-1233.418823 Suggested = -4179.000000,3231.000000,-1233.000000
MapChecker: Brush602 Diff = 0.459831 Location = -4434.856934,3215.124756,-1233.418823 Suggested = -4435.000000,3215.000000,-1233.000000
MapChecker: Brush603 Diff = 0.460031 Location = -4210.856934,3231.125488,-1233.418823 Suggested = -4211.000000,3231.000000,-1233.000000
MapChecker: Brush604 Diff = 0.460050 Location = -4290.856445,3231.125000,-1233.418823 Suggested = -4291.000000,3231.000000,-1233.000000
MapChecker: Brush605 Diff = 0.460050 Location = -4250.856445,3231.125000,-1233.418823 Suggested = -4251.000000,3231.000000,-1233.000000
MapChecker: Brush665 Diff = 0.234593 Location = -847.880371,1410.175293,-1286.099976 Suggested = -848.000000,1410.000000,-1286.000000
MapChecker: Brush666 Diff = 0.234104 Location = -831.880615,1426.174805,-1238.099976 Suggested = -832.000000,1426.000000,-1238.000000
MapChecker: Mover36 Diff = 0.001092 Location = -3976.000977,-2503.999512,-96.000000 Suggested = -3976.000000,-2504.000000,-96.000000
MapChecker: Mover38 Diff = 0.583046 Location = -16847.423828,-16172.599609,-96.000000 Suggested = -16847.000000,-16173.000000,-96.000000
MapChecker: Brush804 Diff = 0.342896 Location = -4392.000000,-1889.657104,-240.000000 Suggested = -4392.000000,-1890.000000,-240.000000
MapChecker: Brush783 Diff = 0.100006 Location = -15104.000000,-18560.000000,-303.899994 Suggested = -15104.000000,-18560.000000,-304.000000
MapChecker: Mover35 Diff = 0.002184 Location = -17336.001953,-15551.999023,-160.000000 Suggested = -17336.000000,-15552.000000,-160.000000
MapChecker: Brush361 Diff = 0.001953 Location = -16448.000000,-17360.001953,-3536.000000 Suggested = -16448.000000,-17360.000000,-3536.000000
MapChecker: Brush383 Diff = 0.000345 Location = -2808.000244,-1928.000244,-1456.000000 Suggested = -2808.000000,-1928.000000,-1456.000000
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MapChecker: Brush1872 Diff = 0.000244 Location = -2919.999756,-3008.000000,-1456.000000 Suggested = -2920.000000,-3008.000000,-1456.000000
MapChecker: Brush1873 Diff = 0.000244 Location = -2919.999756,-3008.000000,-1200.000000 Suggested = -2920.000000,-3008.000000,-1200.000000
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MapChecker: Brush2296 Diff = 0.000122 Location = -2456.000000,-1551.999878,-1456.000000 Suggested = -2456.000000,-1552.000000,-1456.000000
MapChecker: Brush2297 Diff = 0.000122 Location = -2456.000000,-1551.999878,-1200.000000 Suggested = -2456.000000,-1552.000000,-1200.000000
MapChecker: Brush2298 Diff = 0.000122 Location = -2456.000000,-1551.999878,-1456.000000 Suggested = -2456.000000,-1552.000000,-1456.000000
MapChecker: Brush2299 Diff = 0.001587 Location = -2456.000000,-1280.001587,-1456.000000 Suggested = -2456.000000,-1280.000000,-1456.000000
MapChecker: Brush2303 Diff = 0.001424 Location = -3687.999268,-1432.001221,-1456.000000 Suggested = -3688.000000,-1432.000000,-1456.000000
"If Origin not in center it be not in center." --Buggie
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Kayako
Adept
Posts: 411
Joined: Tue May 01, 2012 12:29 pm
Personal rank: Dead and back!

Re: MH-HauntedHalloween (Feature-complete!)

Post by Kayako »

Barbie wrote: Wed Oct 01, 2025 12:20 pmTry Buggie's MapChecker
thanks! I am using the mapchecker! It helped me a lot with aligning some of the brushes and stuff (It used to be like 400 brushes off-grid! Some of them simply couldn't be aligned...) Some other things are intentional things like:
"MonsterEnd bHidden is false" I hate how monster ends look. They break immersion, If a mod wants to turn them visible they can but my maps will never come with it on.
"Zoneinfo zonelight is 0" I need them to be 0 else it will show the special-lit effects when they are supposed to be invisible.
A mover is set to bUseTriggered this one is for a secret that I purposefully require people to use grab for, if someone turns grab off, that's fine, they can still play the map, just not access this secret.
Some lights out of bounds I use for the sound only since the "TriggeredAmbientsound" doesn't do what I want, and the lights do.

The other stuff I fixed and will update after making sure nothing messed up!
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--