I think it's about time I introduce my self and my UT-projects. My name is Jerome a.k.a. Bloeb. I'm 23 years old and I live in the Netherlands. I've been playing UT since the release and I enjoy the many different gametypes. The last 3 years I've primarily focussed on BunnyTrack. This UT-gametype/mod is about completing an obstacle-course. I've created a few maps and some modifications for BT. Hope you enjoy them, any feedback is appreciated
BunnyTrack Maps
I've made a video to show 3 of my maps. The quality of the video is a bit poor, but shows the gameplay pretty well.
video: http://www.own3d.tv/video/97221/BloebMaps. I'll post the screenshots a bit later, because I can only add 5 attachments per post.
BT-Nevermore (first map in the video)
Nevermore is the map I'm most proud of. I paid a lot of attention to the layout, architecture and the flow in this map.
The texturing and the lighting appear to be a bit raw and unpolished in some places.
Download: BT-Nevermore-v2 (i4Games)
BT-TabulaRasa (second map in the video)
I made this map for a mapping-competition and to promote my NWBT/BTME-modifications. The theme is based on the UT2004-map DM-1on1-Roughinery.
Download: BT-TabulaRasa (i4Games)
BT-TechDiff (third map in the video)
Technical Difficulties is certainly the right word for this map. I wanted to be creative and think of completely new obstacles.
It also shows the many possibilities of the NWBT/BTME-modifications.
Download: BT-TechDiff-v3 (i4Games)
BT-Bleargh
Bleargh is basically a compilation of parts I couldn't use in other maps.
I decided to add obstacles which require an ImpactHammer and a Redeemer.
This lead to the development of the NWBT/BTME-modifications. I didn't pay any attention to the visual stuff.
Download: BT-Bleargh-v4 (i4Games)
BT-Incinerated
Incinerated was the first BT-map that I made. I took a long break from mapping and had to relearn all the basics.
Download: BT-Incinerated (i4Games)
BT-Pannenkoek
I made this map when I was bored. The visuals aspect is quite poor, but the gameflow is excellent. Probably my most popular map.
Download: BT-Pannenkoek (i4Games)
BT-Aftermath
Aftermath was my first serious attempt at creating a quality-map. I used the famous, but unfortunately overused HourIndus texture-pack.
Download: BT-Aftermath (i4Games)
BunnyTrack Mapping Enhancements
BTME is a modification for Unreal Tournament to enhance BunnyTrack-maps. It provides mappers with the possibility to configure weapons, ammo, projectiles, objectives and messages. The whole set of features is listed below.
Features:
* The BTME_Mutator is compatible with any Arena-mutator (e.g. the instagib-mutator).
* The BTME_Mutator provides the possibility to load and configure other mutators (e.g. the RocketX-mutator).
* The BTME_Mutator provides the possibility to unload unwanted mutators (e.g. ZeroPing variants and BTInsta).
* The BTME_Mutator provides support for AntiBoost and AntiKill.
* The BTME_Mutator provides the possibility to adjust the default-weapon.
* The BTME_Mutator provides the possibility to configure Actors (e.g. Weapons, Ammo and Objectives).
* The BTME_Mutator provides the possibility to configure Projectiles.
* The BTME_Mutator provides the possibility to configure an enhanced HUD in order to show objectives.
* The BTME_Mutator removes weapons from the Default Inventory (e.g. the Translocator and the Enforcer).
* The BTME_InventoryConfigurationTrigger provides the possibility to adjust a players Inventory.
* The BTME_InventoryRequirementsTrigger provides the possibility to trigger events depending on a players Inventory.
* The BTME_ImpactHammer replaces the standard ImpactHammer.
* The jumpgain and damage for the BTME_ImpactHammer are adjustable.
* The BTME_UT_FlakCannon replaces the standard UT_FlakCannon.
* The BTME_UT_Eightball replaces the standard UT_Eightball.
* BTM_ZoneInfo provides support for MultiSkyBoxes.
* BTME_ExplodingWall provides support for retriggerable ExplodingWalls.
* BTME_Objective provides the possibility to configure pickup objectives.
* BTME_ObjectiveTrigger provides the possibility to configure triggered objectives.
* BTME_PlayerKicker provides the possibility to kick players depending on their Inventory.
* BTME_Teleporter provides the possibility to teleport players depending on their Inventory.
* BTME_MessageTrigger provides the possibility to configure enhanced Messages.
* BTME_ProjectileSpawner provides the possibility to configure and spawn projectiles.
More information and feedback:
Topic on BT-Match
Download-link (includes instructions and a demo-map):
BTME_v1(MegaUpload)
Texture Aligning Tool
I've always had trouble aligning textures on circular brushes. There're some tools/solutions, but none of them worked for me. So instead I made this small tool to help me out. I guess it could be useful for others as well.
How it works:
1. Save the code as a HTML-file
2. Open the HTML-file in a browser
3. Set the input-parameters (sides, radius, scale)
4. Click on the calc-button
5. Copy the command
6. Open UnrealEd
7. Make a circular brush (with the same sides and radius) and apply a texture (with the same scale)
8. Select all surfaces that you want to align
9. Apply the command
10. Deselect the most left surface (or right in some cases) .
11. Apply the command again
12. Repeat untill all the surfaces are aligned
Code: Select all
<title>UnrealEd - Texture Alignment</title>
<script type="text/javascript">
var pi = 3.14159265;
var method = 0;
function change_method(index )
{
method = index;
}
function trigo_func(num)
{
if(method>0)
return Math.sin(num);
else
return Math.tan(num);
}
function calculate_panning()
{
var sides = document.getElementById('cp_sides').value;
var radius = document.getElementById('cp_radius').value;
var scale = document.getElementById('cp_scale').value;
var surface_width = 2*radius*trigo_func(pi/(sides*scale));
document.getElementById('cp_surface_width').value = surface_width;
document.getElementById('cp_command').value = "POLY TEXPAN U=" + surface_width;
document.getElementById('cp_command').select();
}
function calculate_radius()
{
var sides = document.getElementById('cr_sides').value;
var width = document.getElementById('cr_width').value;
var scale = document.getElementById('cr_scale').value;
var radius = (width/sides)/(2*trigo_func(pi/(sides*scale)));
var cr_radius = document.getElementById('cr_radius');
cr_radius.value = radius;
cr_radius.select();
}
function calculate_scale()
{
var sides = document.getElementById('cs_sides').value;
var width = document.getElementById('cs_width').value;
var radius = document.getElementById('cs_radius').value;
var scale = (2*radius*trigo_func(pi/sides))*sides/width;
var cs_scale = document.getElementById('cs_scale')
cs_scale.value = scale;
cs_scale.select();
}
</script>
<h1>UnrealEd - Texture Alignment</h1>
method:
<select onChange="change_method(this.selectedIndex)">
<option selected value="opt_circumscribed">circumscribed polygon</option>
<option value="opt_inscribed">inscribed polygon</option>
</select>
<h2>Calculate surface width</h2>
<p>
sides: <input type="text" id="cp_sides"><br>
radius: <input type="text" id="cp_radius"><br>
scale: <input type="text" id="cp_scale"><br>
<input type="button" value="calc" onClick="calculate_panning()"><br>
surface width: <input type="text" id="cp_surface_width" value=""><br>
command: <input type="text" id="cp_command" value=""><br>
<h2>Calculate radius</h2>
<p>
sides: <input type="text" id="cr_sides"><br>
scale: <input type="text" id="cr_scale"><br>
texture width: <input type="text" id="cr_width"><br>
<input type="button" value="calc" onClick="calculate_radius()"><br>
radius: <input type="text" id="cr_radius" value=""><br>
<h2>Calculate scale</h2>
<p>
sides: <input type="text" id="cs_sides"><br>
texture width: <input type="text" id="cs_width"><br>
radius: <input type="text" id="cs_radius"><br>
<input type="button" value="calc" onClick="calculate_scale()"><br>
scale: <input type="text" id="cs_scale" value=""><br>
<!-- by Jerome Bos -->