Burney Slimey

Tutorials and discussions about Mapping - Introduce your own ones!
User avatar
sektor2111
Godlike
Posts: 6403
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Burney Slimey

Post by sektor2111 »

This is probably the title of a small CTF Level.
Tiny description:
Has GOTY stuff, Blank.umx as Music, and other stock things. Any other toys are in MyLevel.
Map has Bot Support - Flags are located a bit away over... Burney and Slimey - these are two actors damage zones which will take care about player who does not jump properly. Paths executed with XC_PathBuilder linking Flag routes are 100% compatible with default UT which has been played even in 2002. Map should run smoother as oil because has only 251 Actors so UT's iterators might run fast as lightning...
Known Bugs: None - bugs are unknown.
[attachment=0]CTF-SlimeyBurney_sk.7z[/attachment]

If by chance you need some dependent file, let me know.
Attachments
CTF-SlimeyBurney_sk.7z
(88.02 KiB) Downloaded 69 times
User avatar
papercoffee
Godlike
Posts: 10443
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: Burney Slimey

Post by papercoffee »

Some screenshots would be nice. :mrgreen:
User avatar
EvilGrins
Godlike
Posts: 9668
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: Burney Slimey

Post by EvilGrins »

The "not jump properly" sounds like a BunnyTrack dealio.

Is it?
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
User avatar
Nephew9999
Adept
Posts: 288
Joined: Wed Jul 06, 2011 11:20 am

Re: Burney Slimey

Post by Nephew9999 »

papercoffee wrote:Some screenshots would be nice. :mrgreen:
pump 8)
User avatar
sektor2111
Godlike
Posts: 6403
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: Burney Slimey

Post by sektor2111 »

Do you need a screenshot with me playing or with the map playing me ? I think is more simple to check it directly - all I have to say that your PC will NOT explode by running this map for 1 minute, and neither 100 minutes.
Now excuse me, but I have to think at next one.
Isotoxin
Adept
Posts: 285
Joined: Tue Mar 15, 2011 5:01 pm
Personal rank: Mapper
Location: Belgium

Re: Burney Slimey

Post by Isotoxin »

Cant find file for package "RefuseToPlayMapWithOutSreenhot.utx".
User avatar
EvilGrins
Godlike
Posts: 9668
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: Burney Slimey

Post by EvilGrins »

sektor2111 wrote:your PC will NOT explode by running this map for 1 minute
O RLY?
Isotoxin wrote:Cant find file for package "RefuseToPlayMapWithOutSreenhot.utx".
Look, there's a lil' explosion now. Maybe he played for 2 minutes?
:loool:
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
User avatar
Zanna
Average
Posts: 67
Joined: Mon Jan 23, 2017 1:30 pm

Re: Burney Slimey

Post by Zanna »

Not wanna sound like an arse but there are hundreds of maps identical to this. It's the typical symmetrical base to base with the flag in reverse position. i really should learn how to explain stuff.
Anyway it looks much cleaner than all the other hundreds maps I've seen that are similar to this. It's all flat except for a little elevator

really really basic, but at least it works! (on a clean installation of UT i had to get UTech4.utx though)

i don't know if you're starting or not etc etc but I say why not make it slightly longer, and add actual slime hazards in the corridors and not only in the main core-bases?

oh... and where the hell is the music?

edit-ofc i played this with bots
der Kas... the cheesy prison supervisor...
User avatar
papercoffee
Godlike
Posts: 10443
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: Burney Slimey

Post by papercoffee »

der Kas wrote: oh... and where the hell is the music?
Sektor don't like music and that's why he uses Blank.umx ...a silent tune of fragging. :mrgreen:
User avatar
sektor2111
Godlike
Posts: 6403
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: Burney Slimey

Post by sektor2111 »

der Kas wrote:Not wanna sound like an arse but there are hundreds of maps identical to this
False, check paths, purpose was to share my understanding of doing a map with minimum of paths with XC_PathBuilder... + dynamic paths a la Myself (ShowAll command).
At this point there is no map done like this during these 16 Years - guaranteed - by rebuilding paths using Editor with default "features" links to Flag will go lost and Bot will not attack enemy Flag properly, or even never. The rest of walls are the same with the most of maps - all have straight lines :lol2: .
der Kas wrote:oh... and where the hell is the music?
Music has been burned by Burney. The only good sound in this shooter game for me is gibbing sound, weaponry sound, and all the rest of flesh flying around bumping floors. Music is in a list from AIMP3 player (free one playing even UMX musiki) which I was using with my Fav. songs from years '90.

Else probably I should call this "How To put Paths over Movers" since I saw in last contest pretty much trash at Movers/Lifts - is Rocket Science pathing a lift, and Movers are set in real life style - crushing any life form camping UNDER... and a monster can use them as well... and "Bots understand this well..." poking to the doors called lifts which others are doing...

Everyone feel free to criticize this map as you like, I'm not disturbed, I'm fascinated by Higor's stuff so I'm not sad today - I love you all :tu: :highfive: . The goal of this Level was checking new stuff and not colors, aspect, music, or such. Walls are like that in order to not share a simple CUBE (like that with MyLevel stuff).

That's why a screenshot has no more relevance than a trash floating over sea. Goal of Level was sharing my understanding about stuff a la 2017 and not about environment so ScreenShot is a void at this point showing nothing from undergrounds.
User avatar
papercoffee
Godlike
Posts: 10443
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: Burney Slimey

Post by papercoffee »

sektor2111 wrote: Goal of Level was sharing my understanding about stuff a la 2017 and not about environment so ScreenShot is a void at this point showing nothing from undergrounds.
I will certainly look into the pathing ...I know your work.
User avatar
Nephew9999
Adept
Posts: 288
Joined: Wed Jul 06, 2011 11:20 am

Re: Burney Slimey

Post by Nephew9999 »

ss to prevent a waste of time small map for 2 - 4 players thats all :what:
Image
Image
Image
User avatar
sektor2111
Godlike
Posts: 6403
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: Burney Slimey

Post by sektor2111 »

Bump - Update.

This demo map had initially that wrong code from an older SmartAlternatePath (It was not that smart...).
I've done a few updates and reduced paths... Paths are somehow dynamic which means that nodes are not in the same place all the time making Bots to move a bit different. Whoever need such things feel free to take them...
Ah, Screenshot - a sort of screenshot
SB-DynPaths.gif
And updated "map"...
CTF-SlimeyBurney_rS212.7z
(86.62 KiB) Downloaded 14 times
Old UT Veteran
Skilled
Posts: 163
Joined: Sat Mar 24, 2012 1:37 am

Re: Burney Slimey

Post by Old UT Veteran »

You have a version of those smartAltarnatePaths that are supported in assault?
User avatar
sektor2111
Godlike
Posts: 6403
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: Burney Slimey

Post by sektor2111 »

Probably AssaultRandomizer can be a bit expanded into a similar class. I did not work too much at Assault stuff but I don't know if it's difficult to do something.
Post Reply