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Post by evilgrins » Fri Jan 17, 2020 7:59 am

1st time I played MH-(UTW)BoomBoomBridge-v2 I marveled at how much it looked like a CTF map, and not just the identical bases on either side of the bridge but also the setup inside the bases just looked like it was designed for CTF play. So I'd been toying with the notion of converting, bouncing the idea off a friend (he's a wizard at pathing) when I was informed it was originally a CTF map.

Medor sent me some links upon my asking and I went through those 3 versions before deciding which one to edit.


Because I was used to it for MonsterHunt I wanted to keep that aspect going so I used UTDMW (Unreal Tournament Deathmatch Wardlords) first and then added UTDMT (Unreal Tournament Deathmatch Titans) to make it a ittle tougher. Fact is it's really easy for either team to win on this map, but these monsters make it a little trickier... although I suspect other human players would quickly find the easy access I use most often when playing.

Usual Suspects:
.u - /sysem
.umx - /music
.unr - /maps
.png = pwetty

Enjoy · http://www.mediafire.com/file/p9diigmlh ... Bridge.zip
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Re: CTF-UTDM-BoomBoomBridge][SE

Post by Nelsona » Sat Jan 18, 2020 10:19 am

And then my explanations for making better maps and my insights can be reduced because people don't care a lot.
Technically this is evidence about setting up a SPAM spot exactly like here:
Frankly - a similar type of map used in MGS has a patch file which is moving these into ground - (in run-time, being bNoDelete it's not like you want to fight with Engine) resetting LifeSpan because are never removed, and used custom blockers set as "vase" + other tweaks which I won't explain because it doesn't worth effort.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

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