FINAL RELEASE DM-enMakhana
FINAL RELEASE DM-enMakhana
I appreciate all the beta testing feedback from everyone here at UT99.org.
Smaller arena map 2-8 players
EDIT: 3/3/2023 UPDATED LINK Updated Link to Unreal Archive
https://unrealarchive.org/maps/unreal-t ... 71cc6.html
Smaller arena map 2-8 players
EDIT: 3/3/2023 UPDATED LINK Updated Link to Unreal Archive
https://unrealarchive.org/maps/unreal-t ... 71cc6.html
Last edited by browndl on Fri Mar 03, 2023 4:01 pm, edited 4 times in total.
UT99 DM-DSKilnWorks3993:DM-DSWashNDry:DM-DSRedDawn:DM-DSBacktoSchool:DM-DSTowerBridge:DM-DSDeadeyeCanyon:DM-DSSectionn8Refinery:DM-DeckardsRevenge:DM-DSStudio:DM-SniperTown:DM-ReturntotheKillingFields:DM-Wastelands:DM-TurboGen23:DM-LongForgotten:DOM-Dockside:CTF-enMakhana:CTF-UrbanSniper:CTF-CanyonWars:CTF-DSTowerBridge Unreal Badlands CiderTown UT99 Infiltration DM-INF-MagnumDocksDeluxe:DM-INF-MagnumDocks2:DM-INF-ReturntotheKillingFields:DM-INF-CityStorageLotA][:DM-INF-ColumbianDrugLord:EAS-INF-DS-RailBridge:DM-INF-ACityBlock:CTF-INF-SavageKillersHeadQuarters:CTF-INF-Capital:CTF-INF-ComplexB UT2003/04 DM-PineValley:DM-Koltoff:CTF-PawnsKeep:CTF-Ardimus Rainbow Six RavenShield AlleyStrike
- UnrealGGecko
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Re: Beta Test DM-enMakhana
Pretty good pretty good, really I think a few of the floor textures (the ones that look more like a trim texture than a floor) could be changed. Plays real nice!
My work for UT99: Counter-Strike VP, MaleOne+ (now updated), FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, (NEW!) CTFM-Sundial
my small spec of files at Google Drive
List of console converted maps, models & more!
Re: Beta Test DM-enMakhana
Thanks so much for checking the level out. I appreciate it!UnrealGGecko wrote: ↑Fri Jan 27, 2023 9:48 pm I think a few of the floor textures (the ones that look more like a trim texture than a floor) could be changed.
Concerning the floor texture are you referring to the diamond deck plating or the hallways on the lowest level?
So, you enjoyed the gameplay? How many bots did you play with?
UT99 DM-DSKilnWorks3993:DM-DSWashNDry:DM-DSRedDawn:DM-DSBacktoSchool:DM-DSTowerBridge:DM-DSDeadeyeCanyon:DM-DSSectionn8Refinery:DM-DeckardsRevenge:DM-DSStudio:DM-SniperTown:DM-ReturntotheKillingFields:DM-Wastelands:DM-TurboGen23:DM-LongForgotten:DOM-Dockside:CTF-enMakhana:CTF-UrbanSniper:CTF-CanyonWars:CTF-DSTowerBridge Unreal Badlands CiderTown UT99 Infiltration DM-INF-MagnumDocksDeluxe:DM-INF-MagnumDocks2:DM-INF-ReturntotheKillingFields:DM-INF-CityStorageLotA][:DM-INF-ColumbianDrugLord:EAS-INF-DS-RailBridge:DM-INF-ACityBlock:CTF-INF-SavageKillersHeadQuarters:CTF-INF-Capital:CTF-INF-ComplexB UT2003/04 DM-PineValley:DM-Koltoff:CTF-PawnsKeep:CTF-Ardimus Rainbow Six RavenShield AlleyStrike
- UnrealGGecko
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Re: Beta Test DM-enMakhana
the curved hallways, and I played with 5 bots and seemed to work quite well.
My work for UT99: Counter-Strike VP, MaleOne+ (now updated), FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, (NEW!) CTFM-Sundial
my small spec of files at Google Drive
List of console converted maps, models & more!
Re: Beta Test DM-enMakhana
Very fun map. The bots play well.
Only thing so far: The outside looks "misaligned" to me. Not sure. It is at least distracting. But maybe you are still working on it.
Only thing so far: The outside looks "misaligned" to me. Not sure. It is at least distracting. But maybe you are still working on it.
Re: Beta Test DM-enMakhana
Gotcha. I will see what I can do with it.UnrealGGecko wrote: ↑Fri Jan 27, 2023 10:32 pm the curved hallways, and I played with 5 bots and seemed to work quite well.
Auto merged new post submitted 1 minute later
Hey! Thanks for the feedback. Yeah, I am still working on the skybox.
Auto merged new post submitted 11 hours 25 minutes later
Updated the file, also added a YouTube video link of gameplay. Download in first post.
UT99 DM-DSKilnWorks3993:DM-DSWashNDry:DM-DSRedDawn:DM-DSBacktoSchool:DM-DSTowerBridge:DM-DSDeadeyeCanyon:DM-DSSectionn8Refinery:DM-DeckardsRevenge:DM-DSStudio:DM-SniperTown:DM-ReturntotheKillingFields:DM-Wastelands:DM-TurboGen23:DM-LongForgotten:DOM-Dockside:CTF-enMakhana:CTF-UrbanSniper:CTF-CanyonWars:CTF-DSTowerBridge Unreal Badlands CiderTown UT99 Infiltration DM-INF-MagnumDocksDeluxe:DM-INF-MagnumDocks2:DM-INF-ReturntotheKillingFields:DM-INF-CityStorageLotA][:DM-INF-ColumbianDrugLord:EAS-INF-DS-RailBridge:DM-INF-ACityBlock:CTF-INF-SavageKillersHeadQuarters:CTF-INF-Capital:CTF-INF-ComplexB UT2003/04 DM-PineValley:DM-Koltoff:CTF-PawnsKeep:CTF-Ardimus Rainbow Six RavenShield AlleyStrike
- sektor2111
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Re: Beta Test DM-enMakhana
.... wrote: Bots play well
Bot is Playing ALWAYS well - running, jumping, firing weapon... The question is if it's getting items as player does because I doubt about that...
Code: Select all
Origin: Process items from PlayerStart0 location.
HealthVial0: Failed...
HealthVial0: Route Not Found from PlayerStart0...
...
HealthVial1: Failed...
HealthVial1: Route Not Found from PlayerStart0...
...
HealthVial2: Failed...
HealthVial2: Route Not Found from PlayerStart0...
...
SniperRifle0: Failed...
SniperRifle0: Route Not Found from PlayerStart0...
...
UT_invisibility0: Searching route...
UT_invisibility0: Route Not Found from PlayerStart0...
...
...
Flaws: There were 96 attempts to reach at inventories.
In other hand I don't get the point of using AlternatePath actors - that is for CTF and useless outside of CTFGame.
Edit:
Probing 5 Bots (stock) using 469c - Result: I don't see more activity out of lower area. They go for UDamage and the mostly crawling in lower area forgetting the majority of top items - even if these are navigable normally, getting Shield when available - even the video shows what I'm talking about, in firsts seconds I can see all kills happening at bottom. In seldom situations they go for RocketLauncher and/or ShockRifle but keep fighting in low area. If this is the term of "playing well" then you lost me here. Good luck !
The story about this Bot specific style - 5 of 8 PlayerStarts are placed at bottom. There are Weapons with Ammo and MedBox-es around, these will ensure that Bot is in love with this zone. Whatever it gets, it will go back quickly. Nobody will "Snipe" using Invisibility and 199 HP - route to said spot is nowhere, combo used there is ONE-WAY - heading down more exactly.
In some cases a navigation bug improves the stage. When they want to move From LiftExit3 to Liftexit13 it's possible to land in the spot where are several Vials. That is the only situation when they do improve their health... pure luck. In other case in this position (LiftExit3) they will attempt to pick them based on desire for nearby items during their movement for something else.
I failed to figure it, usually I play with music turned off.
- papercoffee
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Re: Beta Test DM-enMakhana
My suggestions:
switch the health vials with the shield belt.
put some health packs from the bottom floor up to the higher parts so bots want to go up there.
For the visuals ...window grates. Just put a sheet on top of the fake backdrop 2 UU away.
I like how you marked the places where a lift is.
switch the health vials with the shield belt.
put some health packs from the bottom floor up to the higher parts so bots want to go up there.
For the visuals ...window grates. Just put a sheet on top of the fake backdrop 2 UU away.
I like how you marked the places where a lift is.
Re: Beta Test DM-enMakhana
Thanks for the extensive comments. I will certainly try and address these issues. I appreciate your taking the time to check out the map.
Auto merged new post submitted 1 minute later
Thanks for the suggestions!papercoffee wrote: ↑Sun Jan 29, 2023 1:59 pm My suggestions:
switch the health vials with the shield belt.
put some health packs from the bottom floor up to the higher parts so bots want to go up there.
For the visuals ...window grates. Just put a sheet on top of the fake backdrop 2 UU away.
I like how you marked the places where a lift is.
Auto merged new post submitted 52 minutes later
sektor2111- Adjusted the pathing some and here is the result.
UT99 DM-DSKilnWorks3993:DM-DSWashNDry:DM-DSRedDawn:DM-DSBacktoSchool:DM-DSTowerBridge:DM-DSDeadeyeCanyon:DM-DSSectionn8Refinery:DM-DeckardsRevenge:DM-DSStudio:DM-SniperTown:DM-ReturntotheKillingFields:DM-Wastelands:DM-TurboGen23:DM-LongForgotten:DOM-Dockside:CTF-enMakhana:CTF-UrbanSniper:CTF-CanyonWars:CTF-DSTowerBridge Unreal Badlands CiderTown UT99 Infiltration DM-INF-MagnumDocksDeluxe:DM-INF-MagnumDocks2:DM-INF-ReturntotheKillingFields:DM-INF-CityStorageLotA][:DM-INF-ColumbianDrugLord:EAS-INF-DS-RailBridge:DM-INF-ACityBlock:CTF-INF-SavageKillersHeadQuarters:CTF-INF-Capital:CTF-INF-ComplexB UT2003/04 DM-PineValley:DM-Koltoff:CTF-PawnsKeep:CTF-Ardimus Rainbow Six RavenShield AlleyStrike
Re: Beta Test DM-enMakhana
Perhaps have a look at the location of the PlayerStarts and, in particular, have a look at the distribution of weapons in relation to PlayerStarts? The starts on the bottom are all reasonably close to weapons - two ot the three on the higher levels are not (more particularly, two are fairly close to only an enforcer as compared to the other more powerful weapons that are within easy reach of the other PlayerStarts).
Is the map actually large enough for the 8 'players' for which there are starts?
Is the map actually large enough for the 8 'players' for which there are starts?
Re: Beta Test DM-enMakhana
Hey everyone. Thanks for the excellent feedback and interest shown.
I have listened to the issues you mentioned and the problems you addressed. I hope I have attended to each.
I have repositioned weapon pickups and player starts.
I have attempted to balance the placement of weapon proximity to player starts.
There is one player start that is only near an enforcer- to balance I placed thigh pad armor near this player start.
I have moved the shieldbelt to the highest tier and placed the damage amplifier on the cantilevered platform.
I moved the health off of the ground floor and dispersed them around the piers.
I changed the floor textures in the lower hallways, added mesh screens on the windows. Reworked the skybox some.
I have watched the bots reach every point including the Keg o Health, the Sniper rifle, and the invisible.
I am including a clip where I run through and reach each of those also. The jump boots allow access to the invisible if you do not have translocators active.
I will update the link in the first post. (Please replace the DS texture package also as I added a new texture to it.)
I am excited to hear any further comments.
I have listened to the issues you mentioned and the problems you addressed. I hope I have attended to each.
I have repositioned weapon pickups and player starts.
I have attempted to balance the placement of weapon proximity to player starts.
There is one player start that is only near an enforcer- to balance I placed thigh pad armor near this player start.
I have moved the shieldbelt to the highest tier and placed the damage amplifier on the cantilevered platform.
I moved the health off of the ground floor and dispersed them around the piers.
I changed the floor textures in the lower hallways, added mesh screens on the windows. Reworked the skybox some.
I have watched the bots reach every point including the Keg o Health, the Sniper rifle, and the invisible.
I am including a clip where I run through and reach each of those also. The jump boots allow access to the invisible if you do not have translocators active.
I will update the link in the first post. (Please replace the DS texture package also as I added a new texture to it.)
I am excited to hear any further comments.
UT99 DM-DSKilnWorks3993:DM-DSWashNDry:DM-DSRedDawn:DM-DSBacktoSchool:DM-DSTowerBridge:DM-DSDeadeyeCanyon:DM-DSSectionn8Refinery:DM-DeckardsRevenge:DM-DSStudio:DM-SniperTown:DM-ReturntotheKillingFields:DM-Wastelands:DM-TurboGen23:DM-LongForgotten:DOM-Dockside:CTF-enMakhana:CTF-UrbanSniper:CTF-CanyonWars:CTF-DSTowerBridge Unreal Badlands CiderTown UT99 Infiltration DM-INF-MagnumDocksDeluxe:DM-INF-MagnumDocks2:DM-INF-ReturntotheKillingFields:DM-INF-CityStorageLotA][:DM-INF-ColumbianDrugLord:EAS-INF-DS-RailBridge:DM-INF-ACityBlock:CTF-INF-SavageKillersHeadQuarters:CTF-INF-Capital:CTF-INF-ComplexB UT2003/04 DM-PineValley:DM-Koltoff:CTF-PawnsKeep:CTF-Ardimus Rainbow Six RavenShield AlleyStrike
- papercoffee
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Re: Beta Test DM-enMakhana
Pro-Tip ...if you have changing own created textures, it would be best to MyLevel it.
https://wiki.beyondunreal.com/Legacy:MyLevel
That way you can avoid to have too many packages with the same name floating around the internet.
Thanks to patch 469 you have no mismatches when you have installed the wrong package on your computer.
But people who want to play the map off-line could have them when they get the texture pack from your first map version and try to play your second.
EDIT-------------------------------------
I like the weapon and item placement much more now.
https://wiki.beyondunreal.com/Legacy:MyLevel
That way you can avoid to have too many packages with the same name floating around the internet.
Thanks to patch 469 you have no mismatches when you have installed the wrong package on your computer.
But people who want to play the map off-line could have them when they get the texture pack from your first map version and try to play your second.
EDIT-------------------------------------
I like the weapon and item placement much more now.
Re: Beta Test DM-enMakhana
Thanks for the comments. I am glad the item placements work better now.
Appreciate the tip, I had intended on adding more textures to the package when I started.
I will certainly place those in "MyLevel" since I don't think I will be adding any more, once beta testing is over.
It really is just a force of habit I suppose, 20 years ago putting too much in My Level was frowned upon.
Auto merged new post submitted 6 hours 50 minutes later
Was toying around with the idea of making it into a CTF map. Here is what I have come up with so far.
UT99 DM-DSKilnWorks3993:DM-DSWashNDry:DM-DSRedDawn:DM-DSBacktoSchool:DM-DSTowerBridge:DM-DSDeadeyeCanyon:DM-DSSectionn8Refinery:DM-DeckardsRevenge:DM-DSStudio:DM-SniperTown:DM-ReturntotheKillingFields:DM-Wastelands:DM-TurboGen23:DM-LongForgotten:DOM-Dockside:CTF-enMakhana:CTF-UrbanSniper:CTF-CanyonWars:CTF-DSTowerBridge Unreal Badlands CiderTown UT99 Infiltration DM-INF-MagnumDocksDeluxe:DM-INF-MagnumDocks2:DM-INF-ReturntotheKillingFields:DM-INF-CityStorageLotA][:DM-INF-ColumbianDrugLord:EAS-INF-DS-RailBridge:DM-INF-ACityBlock:CTF-INF-SavageKillersHeadQuarters:CTF-INF-Capital:CTF-INF-ComplexB UT2003/04 DM-PineValley:DM-Koltoff:CTF-PawnsKeep:CTF-Ardimus Rainbow Six RavenShield AlleyStrike
- smeerkat
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Re: Beta Test DM-enMakhana
Speaking of item placement, this video appeared on my YouTube feed. It's for UT4, but the concepts are still valid for any map.
My YouTube tutorials
download DM-CasaLoma
My UED tutorials on the Wayback Machine
Some of my maps on Unreal Archive
DM-ABC-Peanuts
Terraniux's Assault Map Tutorial : https://youtu.be/GwfGhs1xmw4
Part 2 : https://youtu.be/aHA2KCuP5DA
download DM-CasaLoma
My UED tutorials on the Wayback Machine
Some of my maps on Unreal Archive
DM-ABC-Peanuts
Terraniux's Assault Map Tutorial : https://youtu.be/GwfGhs1xmw4
Part 2 : https://youtu.be/aHA2KCuP5DA
Re: Beta Test DM-enMakhana
Thanks for the video.
Auto merged new post submitted 2 hours 49 minutes later
Re: FINAL RELEASE DM-enMakhana
Updated link in first post. RELEASE FINAL. Thanks everyone for play testing.
UT99 DM-DSKilnWorks3993:DM-DSWashNDry:DM-DSRedDawn:DM-DSBacktoSchool:DM-DSTowerBridge:DM-DSDeadeyeCanyon:DM-DSSectionn8Refinery:DM-DeckardsRevenge:DM-DSStudio:DM-SniperTown:DM-ReturntotheKillingFields:DM-Wastelands:DM-TurboGen23:DM-LongForgotten:DOM-Dockside:CTF-enMakhana:CTF-UrbanSniper:CTF-CanyonWars:CTF-DSTowerBridge Unreal Badlands CiderTown UT99 Infiltration DM-INF-MagnumDocksDeluxe:DM-INF-MagnumDocks2:DM-INF-ReturntotheKillingFields:DM-INF-CityStorageLotA][:DM-INF-ColumbianDrugLord:EAS-INF-DS-RailBridge:DM-INF-ACityBlock:CTF-INF-SavageKillersHeadQuarters:CTF-INF-Capital:CTF-INF-ComplexB UT2003/04 DM-PineValley:DM-Koltoff:CTF-PawnsKeep:CTF-Ardimus Rainbow Six RavenShield AlleyStrike