MH-TimedDevils

Tutorials and discussions about Mapping - Introduce your own ones!
Buggie
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Posts: 1654
Joined: Sat Mar 21, 2020 5:32 am

MH-TimedDevils

Post by Buggie » Thu Mar 31, 2022 9:25 pm

Conversion for MonsterHunt this map:
https://unrealarchive.org/maps/unreal-t ... 21acf.html
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MH-TimedDevilsV0.7z
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Buggie
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Posts: 1654
Joined: Sat Mar 21, 2020 5:32 am

Re: MH-TimedDevils

Post by Buggie » Thu Mar 31, 2022 9:26 pm

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Buggie
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Posts: 1654
Joined: Sat Mar 21, 2020 5:32 am

Re: MH-TimedDevils

Post by Buggie » Thu Mar 31, 2022 9:27 pm

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OjitroC
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Joined: Sat Sep 12, 2015 8:46 pm

Re: MH-TimedDevils

Post by OjitroC » Fri Apr 01, 2022 12:13 am

Played the first couple of parts of this map - there's a lot of monsters :P (but then it is a big map) :tu:

Found this in the log

Code: Select all

ScriptWarning: Mover MH-TimedDevilsV0.Mover2 (State Engine.Mover.TriggerControl:0031) Accessed None 'SavedTrigger'
ScriptWarning: Mover MH-TimedDevilsV0.Mover3 (State Engine.Mover.TriggerControl:0031) Accessed None 'SavedTrigger'
Just a couple of observations :
1 It is possible to miss monsters on the highest level in the starting area, especially at the back behind the building with the starts - don't know how important this is in the overall context of the map as using the teleporter to the next area doesn't seem to be linked to a counter or anything;

2 the automatic cannon in the second area is as likely to kill monsters as it is to kill players - personally I don't really see the point of autocannons in MH maps (I don't like them at all TBH) but that's just me.